GV 
14-63 



THE 



DRAUGHTS-PLAYER'S GUIDE 

AND 

COMPANION. 

A GUIDE TO THE STUDENT, AND A COMPANION 
FOR THE ADVANCED PLAYER. 



FRANK DUNNE, 



Draughts Editor to the "Leeds Mercury Weekly Supplement;" 
Editor of the " Campbell-Reed Match Games," "Smith-Barker Match 
Games," &c. 













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WHITE. 

White to move and draw.— {See p. 71.) 



WARRINGTON : FRANK DUNNE, 6, Manchester Road. 

(Entered at Stationers' Hall.) 
1890. 




SI, , 



PREFACE. 



11 Triflers may find or make anything a trifle; but since it is the great 
characteristic of the wise man to see events in their causes, to obviate 
consequences, and ascertain contingencies, your Lordship ivill think 
nothing a trifle by ivhich the mind is inured to caution, foresight, 
and circumspection." — De. Johnson. 



HUS wrote the great Dr. Johnson, addressing the Earl of 



Rochefort, in his dedication to Payne's Introduction to 
the Game of Draughts (1756). 
The necessity for pastimes of an intellectual nature, qualified 
to afford relaxation to the mind and recreation and relief to the 
overtaxed energies of the brain, has long been admitted, and 
probably was never more felt than at the present time, when 
every pursuit of life is carried on at high pressure, to the great 
detriment of health and vigour. 

The game of Draughts is one of the most ancient of the 
pastimes that have been invented and brought into use with 
that object, and at the same time it is the one that best fulfils 
the requirements in view. 

The rudimentary principles are so easy of acquirement, that 
a vast and attractive field for intellectual amusement is at once 
opened up to the learner, who soon enters into the mimic battle 
with zest, and with none the less enjoyment though he may not 
play with the skill and scientific precision of a champion. 

On the other hand, as one becomes better acquainted with 
the game, it is found that its elementary principles admit of a 
scientific development that is calculated to call into exercise all 
the higher intellectual faculties, and that it is thus as well adapted 
to the critical and reflective mind of the one who can perceive its 
finer points, as to the other who scans with equal delight the 
surface only. 




iv. 



PREFACE. 



No wonder, then, that Draughts has ever been a favourite 
pastime in all ages, and that its popularity in this enlightened 
period is still on the increase. 

Listen to the words of the old master, Oanalejas, indited 
nearly 250 years ago : * 

" Legitimate pastime is not alone a relaxation, but a natural 
desire conceded to youth, so that it may not dissipate itself in 
dangerous pursuits. Such was the opinion of the celebrated 
Seneca, who, on being questioned thereon, replied : ' You do not 
see it ; I am a child still, playing in the time that is yet mine.' 
The divine Plato, in his Republica, taught that such was the 
medicine most suitable to reflective minds : — ' A truce to study 
and the cares of government ; not an idle pastime, but a business- 
like play, from which I can yet seduce myself. I do not live to 
play, but I play in order that I may live, and return with greater 
zest to the labours of life.' And though this may be honestly 
said of many games, it can with more justice be said of Draughts 
{Las Damas, vulgarly Llaman Marro). 

11 When there are spectators of the play, criticism is passed 
round, but animation does not give place to impatience, neither is 
successful play the result of chance, but is due to judgment and 
experience. 

" Draughts may be likened to the game of life, seeing that we 
have at one time the pieces, diverse in their values, figuring on 
the board, but eventually, whether queens or pawns, swept 
without distinction from their brief authority, and entombed upon 
an equality in the sepulchre ; it is also a lively image of war, 
when the least error or a neglected stratagem occasions the loss 
of the battle. 

" For fourteen years I have studied this entertaining game, 
forgetting in that time other games which have caused me 
disappointment and sorrow ; and having played in various pro- 
vinces with the most able players of Spain, who have all obtained 
proofs of my skill and recognise my great experience, I have 
acquired such proficiency as to induce me to print this treatise, 
in which the curious reader will find examples of the very best 
play of every kind — of pawns opposed to pawns, of queen to 



* Preface to Canalejas' Libro del Juego De Las Damas, 1650. This has erroneously 
been attributed to Garcez, 1685. 



PREFACE. 



V. 



queen, and of two queens to two opposing ones ; with instructions 
to play ; also rules, customs, and explanations of the game, and 
the most scientific modes of opening. 

" My readers and lovers of the game will find numerous im- 
provements and variations on the play of Lorenzo Valls, 
Valenciano, and Pedro Kuys Montero, Andaluz, and many 
other players who have invented new modes of play. 

" I do not wish to tire the reader, when my intention is to 
entertain him ; only I request him to amend my errors, and to 
relax the arch of his bowstring, not only for the benefit of his 
health, but also for tjie pardon of my audacious ignorance." 



What a lively view of the game in Spain, some two or three 
hundred years ago, is pictured by the foregoing ! The old 
master's enthusiasm is breathed in every line, and inspires 
respect and admiration for his skill and courage to the present 
day. And what was true of the game then is true of it still. 
Generations come and pass away ; nations rise, decline, and fall 
into oblivion ; but Draughts remains ever young, ever an inex- 
haustible source of entertainment to each succeeding generation. 

The object of this Treatise is to help forward the scientific 
development of Draughts, so that it may keep pace with the 
ever-increasing intelligence of the age ; to supplement the 
labours of Payne, Sturges, Sinclair, Hay, Drummond, Ander- 
son, Spayth, Bowen, Janvier, Barker, Robertson, and a host 
of other eminent writers on the subject; combined with an 
endeavour to bring within easy reach, in handy and attractive 
form, particulars relative to the history and practice of the game 
that have hitherto been scattered and inaccessible to the general 
reader. I have designed the work as a Guide to the investigating 
student in acquiring an insight into the scientific principles of 
the game ; to assist him in learning to depend upon his own 
resources in practice — in a word, to become a Draughts player, 
not merely a mnemonical machine, repeating what he has learned 
by rote. The advanced player I do not presume to teach ; but 



vi. 



PREFACE. 



I trust that he will find in the book a Companion that will 
always prove interesting and useful to him. Whether or not I 
have succeeded in my aim I must leave to the reader to decide. 

Of the five varieties of the game treated upon it will be 
found that, though all are akin, each has some special point of 
difference from its compeers, which, however, in nowise detracts 
from its merits, but rather goes to prove the immense variety 
there is in the game of Draughts when taken as a whole. 

English players have hitherto looked down upon the other 
varieties of the game as being inferior to theirs, but my investi- 
gations do not sustain that opinion ; on the contrary, I find in 
each variety some special point of interest not to be found in the 
others; each can lay claim to the possession of a distinctive 
beauty of its own ; whilst all admit of equal scientific develop- 
ment, and require the same mental acumen in practice. 

Should this Work be the means of laying the foundation for 
the practice in this country of the other varieties of the game of 
Draughts, then my labours will not have been in vain. 

In conclusion, I beg to tender my thanks to all the players 
whose games and problems embellish the pages of this book. 

My special thanks are due to the following esteemed 
friends : 

J. Paterson, Esq., Warrington, for invaluable assistance in 
collecting the facts relative to the archaeology of the game. 

F. E. Boustead, Esq., Bootle, for the use of his valuable 
Draughts library. 

J. Hedley, Esq., Leeds, for the selection of the Italian 
games and problems. 

FRANK DUNNE. 

Warrington, Oct., 1890. 



CONTENTS 



PART L 

English Draughts : — page 

Archaeology and History of Draughts ... ... . .'. ... 9 

Instructions for Beginners ... ... ... ... ... 21 

General Rules ... ... ... ... ... ... ... 25 

Standard Laws ... ... ... ... ... ... ... 26 

Scale for Handicaps ... ... ... ... ... ... 28 

The "Move" and its Changes ... ... ... .. 31 

Elementary End Games ... ... ... ... ... ... 36 

Tabular List of the Openings ... ... ... ... 53 

Illustrative Games 54 

Match Games : Wyllie v. Bryden ... ... ... ... 83 

Literary Miscellanea ... .. ... ... ... ... 105 

The Losing Game ... ... ... ... 129 

Curious Games and Positions ... ... ... ... ... 134 

Problems 136 



PART II. 

Spanish Draughts : — 

Introduction ... ... ... ... ... .. ... ... 147 

Problems ... ... ... ... ... ... ... .. 149 

Games ... ... ... ... 156 

Italian Draughts : — 

Introduction ... ... ... ... ... ... ... 162 

Problems ... ... ... ... ... ... ... ... 163 

Games ... 167 

Lallemont's Draughts-Board ... ... ... ... .. ...171 

Polish Draughts : — 

Introduction ... ... .. .. ... ... ... 172 

Problems ... ' 178 

Games ... ... ... ... ... ... 188 

Turkish Draughts : — 

Introduction ... ... ... ... ... ... .. ... 197 

Problems 200 

Games 202 

Solutions to Problems in Part I. ... , 204 

List of Subscribers 209 



PART I. 



TREATING OK THE 

English (Same of BrauQbts; 
5ts Hrcb£eolOG& HMstors, ^literature, ant) Xaws. 

WITH 

ILLUSTRATIVE GAMES and PROBLEMS. 



THE GAME OF DRAUGHTS: 



— ♦ — 

HE highly intellectual and scientific game of Draughts has 
generally been supposed to have had its origin in Greece or 
Scandinavia, but upon what grounds we have failed to discover. 
The origin of many of our old customs, usages, and amusements, 
which have been handed down from generation to generation, is 
lost to our vision in the dim haze of antiquity ; and such is the case 
with Draughts. 

We know that many of the amusements of the present day 
were indulged in by our Anglo-Saxon ancestors, and long previous 
to their day by the Greeks and Romans. Dice-play seems to have 
been the favourite sedentary pastime with the early Saxons, Danes, 
and Normans ; but evidence is not wanting to show that the game 
of Draughts, which requires great observation and intellectual 
thought, was not unknown to our forefathers, and was even played 
by nations of a much more remote antiquity. It has been our 
endeavour to gather together this evidence so far as it lay in our 
power, and place it before our readers as concisely as possible, 
leaving them to form their own conclusions as to the correctness 
or otherwise of our views. 

The cuneiform inscriptions on the cylinders, tablets, and 
sculptures of ancient Babylon and Nineveh, disinterred from 
their long obscurity by the researches of A. H. Layard and 
others, though presenting us with historic records of the times 
in which they were inscribed, convey no knowledge, either by 
writings or illustrations, that the game of Draughts was practised 
among them. We mention this, having read somewhere that 
Sardanapalus, the effeminate King of Nineveh, who passed his 
time in the society of his ladies, used to play with them the game 
of Draughts. The tradition may be true, though the game must 
have been uncongenial and unfitted, through the imbecility of 
his mind. 
B 



i 



10 



THE DRAUGHTS-PLAYER'S GUIDE. 



Contemporaneous with the ancient Babylonian kingdom, the 
nation of Egypt presents us with authentic records that even in 
those remote times it had risen to a position of intelligence in 
philosophy, science, art, and manufactures, placing it very far in 
the van of civilization. 

The investigations made into the antiquities of Egypt in our 
own times, through the assiduity of Sir J. Gardner Wilkinson and 
others, have brought to light a vast and valuable collection of 
sculptured representations from the ancient temples and tombs, 
which illustrate the daily domestic life, manners, habits, and 
customs of the people. These include various forms of amuse- 
ment, some of which have come down to our own day, and 
amongst others the game of Draughts — an amusement common 
not only in the homes of the lower classes about four thousand 
years ago, but in the mansions of the rich. King Remeses is 
himself portrayed on the walls of his palace at Thebes, engaged 
in the game of Draughts with one of the ladies of his household. 

Several illustrations of this game, copied from the tombs and 
temples, are shown by Wilkinson {Ancient Egyptians, vol. i., 
pp. 190-193). The lower classes are represented as sitting upon 
the floor in different positions, the Draughts-board, chequered 
like our own, resting on a stool placed between them. King 
Remeses is represented sitting upon a chair, the Draughts-board 
on a table before him ; in other cases upon a folding seat, resem- 
bling our present camp-chairs. The lady who is playing the game 
with the King is standing — doubtless an act of obeisance. In 
the Dictionary of Science, vol. i. ; p. 718, it is recorded that an 
ancient papyrus preserved in the museum at Leyden represents a 
man playing the game alone. Probably there were problems to 
solve in those early days as now. 

The Egyptian Draughts-men were all of the same form on 
each respective board, but differed both in size and form, some 
being small, others larger, but uniformly of the same size on each 
board, and were coloured black, or red, and white. Those used 
in the palace of King Remeses were lighter and of a more 
elegant shape than those generally used, and were probably the 
most fashionable kind. They are described as being about one 
and a half inch high, standing on a circular base of half-an-inch 
in diameter ; some were only one and a quarter inch high, and 



HISTORY OF THE GAME. 



II 



half-inch in diameter ; others, formed of ivory, were one inch high 
and one inch diameter, with a small knob at the top, similar to 
the pawns in a set of " Staunton" chess-men. Several of these 
have been found at Thebes, and in the tombs at Bini Hassan, 
near the Pyramids. Several examples of a similar kind to those 
described may be seen in Cases 44 and 45, British Museum. 

The game as played amongst the ancient Egyptians appears 
to have been much the same as that played by their descendants 
at the present day, and not dissimilar with our own. The differ- 
ence seems to be that our pieces are flat, and are moved without 
lifting, while the Egyptians moved theirs between the finger and 
thumb, as in chess : which fact, coupled with the form of the 
pieces, may probably have led to the erroneous conclusion that 
chess has the honour of the greater antiquity — a statement which 
can be supported by no evidence. Even reasoning a priori, it 
is the more probable that the game of larger combinations rose 
out of that of the smaller, as mathematics from the more simple 
elements of arithmetic, and many other sciences of similar 
development. The evidence at our disposal, however, permits us 
to affirm that the game of Draughts was played at least two 
thousand years before the Christian era ; and how much earlier 
we cannot tell. 

It seems to be also pretty certain that the game dates back to 
a remote antiquity in Greece. It is represented that Palmedes 
was the discoverer of Dice and Draughts, to amuse the captains 
and soldiers during the winter evenings in the long protracted 
siege of Troy. The latter game appears to have been known in 
the times of Homer, and he alludes to its having been played in 
the palace of Ulysses at Ithica. Plato also makes mention of 
its combinations, in illustration of his subject, in his Dialogues. 
There does not appear, however, to be any conclusive evidence 
that Palmedes was the discoverer of the game in ancient Greece, 
and the probability is that it was known in more early times. In 
the migration of the human race from nation to nation, whether 
in the pursuit of wealth or for securing and maintaining the 
means of existence, they carry with them those habits, manners, 
customs, and amusements which formed a part of their daily life 
in their native land. Now Cecropes, a native of Egypt, migrated 
into Greece, and settled his colony in Attica, in the year 1582 B.C., 



12 



THE DRAUGHTS-PLAYER'S GUIDE. 



which laid the basis of the future kingdom of Athens. The game 
of Draughts being universally played amongst the Egyptians, the 
probability is that this may be regarded as the date of its intro- 
duction into Greece. 

The game was doubtless played in Italy in comparatively 
early times. Draughts-men have been found amid the ruins of 
Herculaneum, and illustrations of the game have been discovered 
on the walls of disinterred Pompeii. Its introduction, however, 
into the Roman States is so involved in obscurity that we can 
only reason from probabilities. From about 200 to 145 3^ears 
B.C., the great Punic wars were carried on, and after the defeat 
of the Carthaginians, and subsequently of the States of Greece, 
enormous quantities of spoils were brought to Rome as trophies 
of their victory ; and the more polished manners, customs, and 
amusements of the vanquished, were generally adopted by the 
Roman people ; even Grecian bakers obtained a charter to 
prepare for them loaves of bread, the first that were baked in 
Rome. Amongst the amusements brought by the legionaries 
into Italy, the game of Draughts was, in all probability, included. 
Cicero is represented as having been a distinguished player, and 
in his time it formed one of the sedentary amusements of the 
people. The Latin equivalent for the game of Draughts was 
" Ludus Latrunculorum Simfilicior" and ' Latin literature 
occasionally makes mention of the game, Latrunculus is a 
Latin word which means a "robber," or to speak more correctly, 
"a little robber"; but although this word also admits of the 
translation, "a hired soldier," the meaning which it generally 
conveys is suggestive of dishonesty. It appears to be a matter 
of small moment, however, whether the game is one of "soldiers" 
or one of "robbers," as the combative element is sufficiently 
conspicuous in either case. 

From the above data it appears reasonable to infer that the 
game was played very much in the same way then as now ; nor, 
indeed, is there any great difference in the nomenclature cf the 
game, for while the Romans named their pieces "Zatrones," 
that is, "robbers," or if you like it better, "soldiers," we call our 
pieces "Men." Indeed, the Romans have rather the advantage, 
because "Men" only indicates a collection of individuals, while 
"soldiers" or "robbers" are indicative of individuals with 



HISTORY OF THE GAME. 



13 



specific functions. The happiness of this term is borne out by a 
consideration of the game itself ; for as it is the function of the 
soldier to devastate the enemy's province, or that of the robber to 
steal as successfully as he possibly can, so it is the function of 
the Draughts-player, with his black men confronted with the 
white men, to charge as skilfully, to take as numerously, to 
finesse as warily, to entrap as cunningly, and to slay as ruthlessly, 
as any dexterous thief, or soldier of the Roman guard. 

In this brief sketch it may be desirable to mention that in 
Bonn's Hand- Book of Games, p. 405, a note is appended from 
Angas's Savage Life and Scenes, where it is stated that the 
game of Draughts is played by the savage tribes in the interior 
of New Zealand, under the name of Einu, and that it does not 
appear possible they could have derived their knowledge of it 
from any other people. We have failed to find any evidence in 
support of this statement. It is not mentioned by Cook, nor by 
Marjoribanks in his travels through the interior, nor in the 
important history by W. Colenzo, F.L.S. ; nor is it mentioned in 
any of the antiquarian papers which have appeared- from time to 
time in the Transactions of the New Zealand Institute. We 
are disposed to think that their knowledge of the game must have 
been comparatively recent, and doubtless subsequent rather than 
antecedent to the date of European missions. The incredibly low 
position of savage life before that period, scarcely rising above 
the level of beasts of prey, unfitted them for any knowledge of 
the game. 

This idea is supported by a communication from a resident in 
New Zealand, published some years back in the Glasgow Weekly 
Herald. The Herald's correspondent had often played at 
Draughts with native chiefs and others, and to his queries on the 
subject invariably got the answer that the game was unknown 
until the arrival of Europeans in the country, from whom the 
natives had learnt it. 

The descent of the Romans into Britain introduced many of 
the customs of that higher civilization which prevailed amongst 
them, but we do not find that the game of Draughts was one of 
them ; nor do we find it in the succeeding Anglo-Saxon period. 
The game was known in early times amongst the Danes and Nor- 
wegians, but whether introduced into England by them is not very 



i 4 



THE DRAUGHTS - PL A YE R ' S GUIDE. 



clear. It is not mentioned by Strutt, Turner, Wright, Kemble, nor 
indeed any writer on the Anglo-Saxon and Danish antiquities. 
Neither have we seen the Draughts-board mentioned in any 
of the mediaeval inventories that have come under our notice, 
whether clerical or lay, though the most minute records are given 
in those documents of goods and chattels, even to the value *.of 
the lowest English coin. Turner, however, in his history of the 
Anglo-Saxons, relates that in the reign of Canute, a bishop having 
made a lucrative bargain with a drunken Dane, rode in the night 
to the King to borrow money to fulfil his contract. He found the 
King alleviating the tedium of a long night by the play of 
" lesserarum" or " scaccorum," but whether this game (he says) 
was "taefl" or any other game resembling chess, is not clear. 
{Hist. Ang. Sax., book ii., c. vii.) Curiously enough, however, 
the archaeological investigations into ancient grave mounds have 
furnished us with many missing links in the chain of history, and 
in opening one of these, supposed to be Saxon or Danish, at 
Faversham, a few years ago, sixty Draughts-men, together with a 
dice, made from the teeth of horses, were found, and are illus- 
trated in Collectcena Antiqua (vol. vi., p. 138). In the Slade 
Collection of the British Museum is to be seen an interesting 
collection of mediaeval Draughts-men ; some in walrus-tusk, on 
which we see such subjects as Samson carrying off the gates of 
Gaza, Signs of the Zodiac, &c. The locality of the grave- 
mounds from whence they were gathered is not given, but it is 
not improbable they belong to the same period. 

The evidence presented by these memorials is favourable to 
the belief that Draughts was played in England in the ninth or 
tenth centuries, and probably such was the case. 

Recent researches amongst the historical archives and tra- 
ditions of the Icelanders reveal that, even so far back as the 
eighth and ninth centuries, playing at Draughts and telling stories 
round the fireside were the favourite recreations of the hardy 
Norsemen, to help to while away the tedium of the long winter 
evenings. This of itself is a very interesting fact, and tends to 
confirm the opinion that the game was also known in Britain. 

In mediaeval times the word "checker" was added to our 
language, from the verb "check," as in chess. The word is 
probably used for the first time in Peter Langtoff s Chronicle, 



HISTORY OF THE GAME. 



15 



by Robert of Brune (Hearne's scarce edition, vol. iv., p. 225). 
The checker-board was divided into squares, like our draughts or 
chess-board, on which the money-value of any article was placed. 
It was the sign of the money-changers, the bankers in those 
days, hence "exchequers" (Larwood and Hotten's Signboards, 
p. 488). It was also used in the ancient guilds which became so 
numerous in the thirteenth and fourteenth centuries. Thus the 
Guild of the Holy Cross ordains that "the goods of the Guild 
shall be delivered to the care of stewards, and that a yearly 
account thereof be rendered upon the checker, under a penalty of 
ij s " {Ancient Guilds, pp. 32, 406, &c.) 

Checkers has been adopted in America for the title of the 
game of Draughts, and being an Old-English word, it was 
doubtless carried to the "new world" either by the Protestants 
who fled there for refuge under the cruel persecution of the 
"Bloody Mary," or by the Presbyterians under the oppressive 
yoke of the Church of England in the reign of Charles II. 
Probably the last of these epochs will give an approximation of 
the date When Draughts was first introduced into America, where 
the Old- English name of "Checkers," i.e. "Chequers," is still 
retained. 

We have no evidence to show at what period the game was 
first known in France and Germany, but reasoning from analogy, 
its knowledge having been imparted from the east, it would be 
subsequent to that of Rome, as the latter was to that of Greece. 
In an ancient grave-mound opened at Serra some years ago, a 
collection of draughts-men were found, and may be seen illustrated 
in Collectcena Antiqua (vol. vi., p. 138), but no date can be 
assigned them. It would appear that our earliest knowledge of 
the game as played in France brings it down to mediaeval times. 
The intimate relations which then existed between France and 
the Scottish nation, in their alliances with each other for the 
mutual protection of their liberties against the usurping power of 
England, gave to the Scottish people an intimate knowledge not 
only of the manners and habits, but of the amusements, which 
were then practised, whether in court or camp, of their more 
polished allies. Many customs and amusements of French origin 
are retained in Scotland at the present day ; and it is a remarkable 
fact that the game of Draughts as played in France prior to the 



i6 



THE DRAUGHTS-PLAYER'S GUIDE. 



introduction of Polish Draughts in the eighteenth century, was 
identical with the English game as now played in Scotland, but 
whether derived from the Scotch, or vice versa, we cannot say. 

The French title for the game is Jeu de Dames ; the Spanish 
is similar, viz., Juego de Damas. 

The term Dames has been supposed to be derived from the 
fact of the game being played by ladies. This is undoubtedly 
erroneous ; there is no evidence to show that the game has ever 
been favoured by the " fair sex" to any great extent; rather the 
contrary. In France and other Continental nations it is the custom 
to call a promoted piece a Dame, meaning "lady" or " queen," 
which it is reasonable to suppose gives the title to the game, 
viz., "Game of Queens," or as we should say, "Game of Kings." 
The term "dambrod," in common use in Scotland to-day to 
designate the Draughts-board, probably has the same origin. 
The term is used in the Latin treatise of Dr. Hyde, from which it 
appears that the game " Dam" was played amongst the Roman 
soldiers. It differed slightly from that known as " Latrunculi." 
The derivation of the term "Dam" is given by Dr. Hyde with 
much apparent reason from the military nature of the game, which 
as applied signified a mound of earthwork, or rampart, raised in 
time of war for protection against the incursions of the enemy — to 
defend. Hence " Damen," to block up for defence. 

The derivation of the English title to the game has been a 
matter of much speculation amongst Draughts players, and some 
interesting correspondence on the subject took place a few years 
back in the pages of the English Draughts Player, a monthly 
magazine (now defunct) devoted to the game. The result arrived 
at, though interesting, is not quite conclusive. The word is really 
old English, and was used by Chaucer, who flourished about the 
middle of the 14th century. It does not appear in the Anglo- 
Saxon, but the term is derived from the Anglo-Saxon dragan — to 
draw ; Icelandish drattr — a pulling, a draught ; Icel. draga — to 
draw; from which is derived Draughts-man, also Draughts — a 
game in which alternate draughts, i.e. moves, are made. (Skeats' 
Etymological Dictionary , p. 179; Wedgewood's Dictionary of 
English Etymology, vol. i., p. 482.) 

Chaucer uses the word Draught, spelt draht, thus : — 



HISTORY OF THE GAME. 



17 



" The bvrgeise took avisement long on every draht ; 

' Draw on,' said the bvrgeise, Beryn, ' ye have the wers.' 
The next draht thereafter he took a rook for nought." 
(The Bok of the Duchesse, 1 "655 c.f. ; Tale of Beryn. Furnival, 1779, 1812. 

Of the great antiquity of the game, then, there can be no 
reasonable doubt ; nor can it be disputed that it flourished and 
spread among the nations of Europe at a time when civilisation 
was at a very low ebb. Such being the case, one can easily 
conceive that a knowledge of it would be sure to linger in some 
out-of-the-way corner of the country in which it had become 
established, no matter what political changes or upheavals might 
take place, ready to bloom and flourish again at the first favourable 
opportunity. And doubtless such was really the case, for after 
the introduction of printing, in the fourteenth century, we have 
little difficulty in keeping trace of its progress. 

Among the earliest works in which the art of printing was 
displayed, we find treatises upon the game of Draughts, showing 
that there must have existed a widespread interest in the game 
anterior to that. The earliest of which we find mention was 
published in Spain in the fifteenth century, by Anton Torquemado. 
Later (1650-85) come the works of Juan Garcia Canalejas, and 
Joseph Carlos Garcez. These latter each contain some hundreds 
of games and critical positions, analysed to a high state of 
perfection, and compare favourably in that respect with any of 
our modern publications. Many of the games have notes 
attached, pointing out, as is the present custom, corrections of 
play published by previous authors. 

As an illustration of the restrictions under which author and 
publisher laboured in these days, we reproduce the licence 
(granted by the Chief Inquisitor), printed in Canalejas' Libro 
Del jfuego De La Damas. Read in the light and liberty of 
the present day, it produces feelings of which it is much easier 
to be conscious than either to analyse or express : — 

"I have examined this book entitled the Game of Draughts, 
composed by Juan Garcia Canalejas, citizen of the city of Granada. 
It is a curious work on an interesting entertainment, and very honest, 
too. I have not found anything therein contrary to our holy faith, 
and though it contains ciphers and characters, they are not those of a 
prohibitive nature, but such as are now generally used for the practice 
of the games: therefore the Vicar- General does hereby grant his 
licence for the printing of this work. — Zaragossa, *]th April, 1650." 



1 8 THE DRAUGHTS-PLAYER'S GUIDE. 

We may here mention that Garcez gives an engraving of the 
board and men then in use in Spain. The board was exactly the 
same as now used in this country; but the pieces, it is interesting 
to note, were of a similar shape to those exhumed by Sir Gardner 
Wilkinson, in Egypt. Those used for "Kings" (or rather 
"Queens") appear to be taller, and to have an extra rim or 
shoulder round them, so as to be easily distinguished from the 
men (fieones). 

A gentleman who had spent many years in Morocco, recently 
informed us that pieces of the same shape are used by the Arabs at 
the present day. He stated that he had witnessed many exciting 
contests between rival players. The contestants were usually 
squatted upon the ground, with the board, made of different- 
coloured squares of cloth, between them, and their partisans 
clustered around, forming quite a picturesque group. When the 
game was finished, the loser would take a feather from his 
turban, gravely presenting it to his victorious opponent, who 
would as gravely fix it in his own head-gear amidst the exciting 
plaudits of his assembled friends.* 

In the light of these facts, it is easy to understand how any 
casual observer would form the conclusion that the game played 
with these pieces was Chess, which probably accounts for the 
idea so popular with the Chess fraternity that theirs is the more 
ancient pastime : an assumed prestige which the facts by no 
means warrant, but rather the contrary. 

In 1668, Pierre Mallet, of Paris, Professor of Mathematics to 
the King of France, issued a learned treatise upon Draughts, 
entitled Le Jeu de Dames. This seems proof enough that the 
game was then popular in France; but if anything more is needed 
to show that such was the case, it is furnished by the challenge 
prefixed to the work; — a quaint and humorous production, but by 
no means lacking in spirit. Translated, it runs as follows : — 

" Messieurs, — If it can be permitted to one like me, an honest 
Picardian, with some sort of civility and good feeling, and without 
being accused of sounding too loudly my trumpet, to present a challenge 
to a dozen or more of those gentlemen whose swords flash from their 
scabbards at the name of Draughts. Whether they be good Christians 
or barbarians, I will meet them fearlessly and with a stout heart, and 



* Query: Is this custom the origin of the saying, " That's a feather in your cap," 
so common nowadays as applied to anybody who has excelled in anything? 



HISTORY OF THE GAME. 



I 9 



the greater the number, the more willingly will I undertake the 
encounter. For though it may be true that in the game of Draughts, 
as in divers other things, they say that I am much more fit for counsel 
than execution ; nevertheless I will combat them singly or in combined 
array, at the hazard of a dozen pistoles (about £5) to play according 
to the Standard Rules. I chafe at the delay they make in presenting 
themselves, and await their coming with impatience — but with 
confidence. — Pierre Mallet, Mathematician to the King.'''' 

The earliest known treatise in the English language was 
published by Payne (1756), in London. It contained fifty games 
and a number of elementary positions. An interesting fact in 
connection, is that the dedication was the composition of the great 
Dr. Johnson, who was an ardent admirer of Draughts. Payne's 
production was the basis of the Guide to the Game of Draughts , 
published by Joshua Sturges (1800), who is sometimes called the 
father of English Draughts literature. Payne is, however, justly 
entitled to this distinction. Sturges consolidated, improved, and 
enlarged the foundation laid down by his predecessor. The 
Guide contained some 350 games, and 150 end-games and 
curious positions, a thorough knowledge of which is at this day 
indispensable to the student who desires to become proficient in 
the science. Sturges' Guide retained its position as the standard 
text-book for many years,- and went through several editions. 

The next authors of importance were the two great Scottish 
contemporaries, Andrew Anderson and John Drummond (1838- 
66). Their productions have probably exerted a greater influence 
in the advancement of the game than any that have preceded or, 
as yet, followed. Anderson's Game of Draughts Simplified, 
extended and improved by later authors, is the standard work of 
to-day. Copied and enlarged by Henry Spayth, of Buffalo, 
U.S.A. (i860), under the title of the American Draught- Player, 
it has been circulated through the length and breadth of that 
country. 

We should be wanting in justice to our subject, did we fail 
to touch upon the great and widespread influence of the news- 
paper press in promoting the science. 

In 1869 there were only two papers in Britain which devoted a 
portion of their space to the publication of Draughts-problems, 
games, and topics of interest to the devotees of the game. 
What was then the exception, however, has become the rule, and 
now no weekly newspaper is complete without its Draughts 



20 



THE DRAUGHTS-PLAYER'S GUIDE. 



department. This is equally true as regards America and the 
Antipodes. During the intervening period, a great number of 
periodical publications, devoted entirely to the game, have helped 
on the good work ; and authors whose name is legion have 
added their quota to the general stock. The result is, that the 
game has advanced by leaps and bounds in public favour in both 
hemispheres, and probably never before in its history was it so 
universally played as at the present time. 

Scotland holds pre-eminence over all other countries in the 
number and skill of her players. The famous "Herd Laddie," 
Mr. James Wyllie, a Scotchman by birth and descent, has held 
the championship of the world for many years. For fifty years 
his name has been before the public, until it has become as 
"familiar as household words" wherever Draughts is known. 
He has travelled thousands of miles in Britain, America, and the 
Antipodes, extending the knowledge of the game wherever he 
has visited; and though he has passed the allotted span he is 
still hale and vigorous, and retains all his pristine skill at the 
game. 

We would fain dwell upon the great battles that have been 
fought in the Draughts arena, and point with pride to our 
champions, and the part they have had and still have in popular- 
ising the game ; but space forbids, the compass of our book is 
limited, and, although with reluctance, we must perforce conclude 
our short sketch, trusting that it may not prove without interest 
to our readers, and to all admirers of the ancient and innocent 
pastime — the Game of Draughts. 



INSTRUCTIONS FOR BEGINNERS. 



^""HE Draughts Board and Men are such familiar objects that 
a description of them seems almost superfluous. Neverthe- 
less, it is advisable to " begin at the beginning," because all our 
readers may not possess even that elementary knowledge of the 
game. 

The game of Draughts is played by two persons, each having 
12 pieces (technically termed "men"), of adverse colours, which 
at the commencement of play are arranged upon a board of 64 
squares, of alternate colours, in the order shown by the following 
diagrams : — 

(1) . (2) ■ 

NUMBERED BOARD. BOARD AND MEN. 





1 




2 




3 




4 


5 




6 




7 




8 


, 




9 


. ., i 


10 




11 




12 


13 




14 




15 




16 








■ 


18 




19 




20 


21 


25* 


22 


26^ 


23 


^7" 


24 


28' 


29 




30 




31 




32 







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The player using the dark pieces, which must invariably be 
placed upon the lowest-numbered squares, always takes the first 
move ; and for that reason it is the rule to change pieces every 
fresh game, so that each player may have the first move in turn. 



22 



THE DRAUGHTS-PLAYER'S GUIDE. 



The object of each player is to confine his opponent's pieces in 
situations where they cannot be moved, or where they must be 
eventually all captured ; and the player who succeeds in accom- 
plishing this, wins the game. At first, the men can only advance, 
moving one square at a time diagonally to the right or left ; but 
when a man reaches one of the four squares on the extreme line at 
the opposite side of the board, it becomes a "king," and can then 
either advance or retreat. The pieces capture in the direction in 
which they move by leaping over any opposing man that is placed 
immediately contiguous and with a vacant square behind. Should 
several pieces be exposed by having vacant squares behind them, 
alternately, the capturing move must be continued until all are 
taken, unless the capturing piece should reach the crown- head 
during the process, which in that event completes the move. Our 
readers will probably better understand the foregoing explanation 
if accompanied with a practical illustration. Therefore, arrange 
the men for commencing a game as shown by diagram No. 2; 
taking particular care to have the two squares, 28 and 32 (known 
as the " double-corner"), upon your right, and that the Black men 
are placed upon the lowest-numbered squares. You will then 
observe that Black has the choice of seven moves with which to 
open the game, viz. : — 9 to 13 or 14, 10 to 14 or 15, 11 to 15 or 16, 
and 12 to 16. Suppose, now, that Black moves 11-15 (see dia- 
gram No. 3), White has the choice of seven moves in reply, viz. — 

21- 17, 22 ~T-7 or 18, 23-18 or 19, and 24-20. We will suppose that 

22- 18 is the move adopted, Black is then compelled to capture the 
piece by leaping over it from 15 to 22 and removing it from the 
board (see diagram No. 4) ; White, in turn, can capture the 
Black man on 22 — using his own discretion as to whether he will 
leap over from 26 to 17, or 25 to 18, though the latter is the usual 
play. 

(3) (4) 



INSTRUCTIONS FOR BEGINNERS. 



2 3 



Should either player neglect to take a man, and make some 
other move, he is liable to be "huffed" ; that is, his opponent 
may remove from the board the piece that he should have effected 
the capture with. (See the 16th and 17th Laws.) When one 
party "huffs " the other, he does not replace the man his oppo- 
nent has just moved, but simply removes the huffed man from the 
board, and then makes his own move. He has the option, how- 
ever, of compelling his opponent to replace such piece and effect 
the capture ; and that, we may remark, is the course generally 
adopted. 

We have previously stated that when a man reaches the 
extreme line of squares it becomes a "king," and that when a 
piece reaches the crown-head in capturing, that completes the 
move. To exemplify this, place the men upon the board as 
shown in the following diagram : — 



(5) — BLACKS. 



It being White's turn 
to move, the man on 30 is 
moved to 26, Black cap- 
tures it by 22-31, and 
then must halt to be 
crowned. White takes 
advantage of the oppor- 
tunity to move 32-28 ; 
Black is compelled to 
capture by 31-24; and 
White then jumps 28-1, 
touching 19 and 10 en 
route, capturing Black's 
king and the two men on 
15 and 6, and becoming 
a "king" in turn. Having 
accomplished all the pre- 
ceding movements cor- 
rectly, and taken care to 
remove the captured 
pieces from the board, 
there will remain a White king on 1, and a Black man on 2, Black 
to play. (See Diagram No. 6.) This will enable us to bring 
before the reader's notice another, and perhaps the most im- 
portant element in the game, viz., the opposition, technically termed 
" the move." The Black man, it will be observed, can only move 
2-7, and closely pressed by the White king, who follows with 1-6, 
is eventually imprisoned in 20 (see Diagram No. 7), and finally 
captured on trying to escape by 20-24. 

This result was solely dependent upon White having the oppo- 
sition, or "move," the importance of which, as a factor in winning 









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WHITES. 

White to move and win. 



2 4 



THE DRAUGHTS-PLAYER'S GUIDE. 



games, it is almost . impossible for us to over-estimate ; it is, 
indeed, the great secret of successful play. 



(6) 





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Many persons have the idea, and we have often heard it ex- 
pressed, that the figures employed in recording the moves form a 
secret " key," by means of which "book" players can always tell 
what is the correct reply to each and every possible move that 
can be made upon the Draughts-board. This is a delusion, how- 
ever ; if there be any secret in the game, it is in fully under- 
standing the influence of the "move," and the rules by which 
that knowledge may be made practically available — especially in 
the end-games. The necessary information may be found under 
the heading of "The 'Move' and its Changes," and attention to 
the rules there given will enable a player of moderate pretensions 
to soon attain a proficiency that will be none the less pleasing than 
surprising. 

Having mastered the rudimentary elements and objects of the 
game, the learner, before proceeding to obtain a knowledge of the 
various opening combinations, will do well to impress upon his 
memory the following General Rules. 



GENERAL RULES. 



1. Never touch a piece until you have made up your mind to 
move it. 

2. Never move a piece without a motive- The perpetually 
recurring question being, "What will be the result of this move ? 
of that one ?" &c, &c. Apply this question at every stage of 
the game, and endeavour to answer it by mentally calculating the 
effect of every plausible move at the point in question. 

3 . Accustom yourself to play slowly at first ; and prefer playing 
with those who will allow an unconditional time for the considera- 
tion of a difficult position, instead of with those who rigidly exact 
the observance of the strict law. 

4. Having gained an advantage in the number of your pieces, 
you will increase the proportion by exchanges ; but in forcing them, 
be careful not to damage your own position. 

5. Adhere strictly to the laws of the game at all times, and 
compel your opponent to do so too ; without which the game 
descends to mere child's play. 

6. Play with better players in preference to those you can 
beat ; and take every opportunity of looking on when good players 
are engaged. 

7. Never engage with a better player without offering to take 
such odds as he may choose to give : if, on the contrary, you find 
yourself so superior to an opponent that you feel no amusement in 
playing him on even terms, offer him odds ; and should he refuse, 
cease playing with him. 

[When one player is stronger than the other, he should give 
odds to make the play equally interesting to both; Tonar's Scale 
for Handicapping (see fiage 28) offers a system of odds so 
graduated as to be applicable to every contingency.] 

8. Never touch the squares with your finger when calculating, 
nor hover with your hand over the board. Do not fall into the 
habit of incessantly talking during the progress of the game ; and 
show no impatience with an opponent who may be slow in making 
up his mind over his moves. 

9. Finally, bear in mind what may well be termed the three 
golden rules to be observed in playing games of calculation : — 
Firstly, to avoid all boasting and talking about your skill ; 
secondly, to lose with good temper ; and thirdly, to win with 
silence and modesty. 



STANDARD LAWS. 



1. The Standard board must be of light and dark squares, 
not less than 14 inches nor more than 15 inches across said 
squares. 

2. The Standard men, technically described as White and 
Black, must be light and dark (say White and Red, or White and 
Black), turned, and round, not less than 1 inch, nor more than 
1^ inch in diameter. 

*3. The board shall be placed so that the bottom corner 
square, on the left hand, shall be black. 

*4. The men shall be placed on the black squares. 

5. The Black men shall invariably be placed upon the real 
or supposed first twelve squares of the board; the White upon 
the last twelve squares. 

6. Each player shall play alternately with White and Black 
men, and lots shall be cast for the colour only once, viz., at the 
commencement of the match — the winner to have his choice of 
taking Black or White. 

7. The first play must be invariably made by the person 
having the Black men, and that alternately .till the end of the 
match. 

8. Time.— At the end of Five Minutes [if the play has not 
been previously made], Time must be called by the person 
appointed for that purpose, in a distinct manner, and if the play 
be not completed on the expiry of another minute, the game shall 
be adjudged to be lost through improper delay. 

9. When there is only one way of taking one or more pieces, 
Time shall be called at the end of One Minute, and if the play 
be not completed on the expiry of another minute, the game shall 
be adjudged to be lost through improper delay. 



* After substituting the word White for Black, these two laws become binding upon 
the players of any place where it is customary to play upon the White squares. 



STANDARD LAWS. 



27 



*io. Either player is entitled, on giving intimation, to arrange 
his own or opponent's pieces properly on the squares. After the 
move has been made, however, if either player touch or arrange 
any piece without giving intimation to his opponent, he shall be 
cautioned for the first offence, and shall forfeit the game for any 
subsequent act of the kind. 

11. After the pieces have been arranged, if the person whose 
turn it is to play, touch one, he must either play it or forfeit the 
game. When the piece is not playable, he forfeits according to 
the preceding law. 

12. If any fiart of a playable piece be played over an angle 
of the square on which it is stationed, the play must be completed 
in that direction. 

13. A capturing play, as well as an ordinary one, is completed 
whenever the hand has been withdrawn from the piece played, 
even although one or more pieces should have been taken. 

14. The Huff or Blow is, to remove from the board, before 
one plays his own piece, any one of the adverse pieces that might 
or should have been taken; but the Huff or Blow never constitutes 
a play. 

15. The player has the power either to huff, compel the take, 
or let the -piece remain on the board, as he thinks proper. 

16. When a man first reaches any of the squares on the 
opposite extreme line of the board it becomes a king, and can be 
moved backwards or forwards as the limits of the board permit, 
though not in the same play, and must be crowned [by placing 
a man at the top of it] by the opponent : if he neglect to do so, 
and play, any such play shall be put back until the man be 
crowned. 

17. Either player making a false or improper move, shall 
instantly forfeit the game to his opponent, without another move 
being made. 

18. When taking, if either player remove one of his own 
pieces, he cannot replace it, but his opponent can either play or 
insist on his replacing it. 

19. A Draw is when neither of the players can force a Win. 
When one of the sides appears stronger than the other, the 
stronger party is required to complete the Win, or to show at 



* Anderson's Clause 10 reads as follows : — 

_ "After the first move has been made, if either player arrange any piece, without 
giving intimation to his opponent, he shall forfeit the game ; but if it is his turn to 
pla}', he may avoid the penalty by playing that piece, if possible." 

[In deference to the general opinion that this Law is unreasonable, and unnecessarily 
harsh, we have substituted McCulloch's amendment.] 



28 



THE DRAUGHTS-PLAYER'S GUIDE. 



least a decided advantage over his opponent within forty of his 
own moves — to be counted from the point at which notice was 
given, — failing in which, he must relinquish the game as 
a Draw. 

20. Anything which may tend either to annoy or distract the 
attention of the player is strictly forbidden ; such as making signs 
or sounds, pointing or hovering over the board, unnecessarily 
delaying to move a piece touched, or smoking. Any firincijial 
so acting, after having been warned of the consequence, and 
requested to desist, shall forfeit the game. 

21. While a game is pending, neither player is permitted to 
leave the room without giving a sufficient reason, or receiving 
the other's consent or company. 

22. Either player committing a breach of any of these laws 
must submit to the penalty, and his opponent is equally bound 
to exact the same. 

23. Any spectator giving warning, either by sign, sound, or 
remark, on any of the games, whether played or pending, shall 
be expelled from the room during the match. 

24. Should any dispute occur, nOt satisfactorily determined by 
the preceding laws, a written statement of facts must be sent 
to a disinterested arbiter having a knowledge of the game, whose 
decision shall be final. 



Scale for Handicaps. 

By Mr. James Tonar, Newcastle-on-Tyne. 
divisions. 

1st agst. 2nd. — First game, Top gives the draw; the other five 
games on equal terms. 

1st ,, 3rd. — First two games, Top gives the draws; the other 
four on equal terms. . 

4th. — First three games, Top gives the draws ; the 
other three on equal terms. 

5th. — First four games, Top gives the draws ; the 
other two on equal terms. 

6th. — First five games, Top gives the draws; the other 
on equal terms. 

7th. — Top gives the draws in all the six games. 

8th. — First game, Top pla) r s with eleven men, and 
receives the draw ; the other five with equal 
men, and gives the draws. 



1st 
1st 
1st 
1st 

I St 



STANDARD LAWS. 29 

DIVISIONS. 

1st agst 9th. — First two games, Top plays with eleven men, 
and receives the draws ; the other four with 
equal men, and gives the draws. 

1st 10th. — First three games, Top plays with eleven men, 

and receives the draws ; the other three with 
equal men, and gives the draws. 

1st ,, nth. — First four games, Top plays with eleven men, 
and receives the draws ; the other two with 
equal men, and gives the draws. 

1st 12th. — First five games, Top plays with eleven men, 

and receives the draws ; the other game with 
equal men, and gives the draw. 

1st ,, 13th. — Top plays all the six games with eleven men, 
and receives the draws. 



Notes. 

When draws are given in any specified games, they will only 
be allowed in the games indicated ; in such cases, games drawn 
count as wins. 

In the classification of competitors, some of the divisions may 
•be unoccupied; this, however, will not prejudice the working of 
the scale. 

The players are classed according to their supposed abilities 
in a division-list, having numbers to correspond with those on the 
scale, and are then drawn, two together, to contest in the "first 
round." To find the terms on which players drawn from different 
divisions have to meet, class the one who has to give the "odds" 
in the first division, and raise his opponent on the scale in equal 
ratio, and the terms there given will be the terms on which they 
have to play. It is necessary to mention that the word "Top" 
denotes a player who may have to give an opponent odds, 
irrespective of the division from which he may be drawn. Suppose 
two players drawn from the division-list, one from 4, and one 
from 9, proceed thus : — 4 : 9 : — 1 : 6 ; that is, as 4 is to 9, so is 1 
to 6. The player then drawn from division 4 will have to give his 
opponent on 9 the odds indicated on the scale at 6. Again, one 
in the 8th division drawn again one in the 12th — 8 : 12 : — 1 : 5 ; 
8 gives 12 the odds indicated at 5. Or again, one in the 5th 
drawn against one in the 6th, the terms would be seen at a glance 
to be as 1st against 2nd. Competitors drawn from the same 
division play on equal terms, with twelve men each. 

The players are drawn, and their terms found in the manner 
described, until a "round" is completed; then the winners of the 



30 



THE DRAUGHTS-PLAYER'S GUIDE. 



first round compete in a second, and so on with the third, fourth, 
fifth, or as many rounds as it may require to decide a contest. 
To secure a fair test of the merits of the competitors, it is requisite 
that those in the first eight divisions should draw for and play the 
openings of the different games. Competitors below the 8th class 
are exempt even when competing with a player in a higher class, 
the handicapper reasonably assuming that they are unacquainted 
with the various openings. During the playing of games, the 
rules which govern Draughts-matches are applicable. To conduct 
a handicap-contest, a few like the following would be required 
in addition: — 

1. — Should the playing of the games in any of the rounds 
result in a "tie," the winner may be decided by lot. 

2. — Players in the ist to the 8th divisions, inclusive, drawn to 
compete together, shall draw for the openings of games, and 
play the first and second sides until the "round" be completed. 

3. — No player to be allowed a "bye"* twice. 



*A"bye" means a player left without an opponent after all are drawn. For 
instance, if 17 players are to compete, there will be eight pairs to play, and the one lett 
is a "bye." 



THE "MOVE" AND ITS CHANGES : 



(THE "GREAT SECRET.") 



*^HE art of good end-play, as before stated, lies in having a 
^ thorough knowledge of the power of the "opposition," or, 
as it is usually called, the "move"; and it will be noticed that in 
the majority of the examples hereafter given, it is the judicious 
use of this knowledge that enables the player to attain the desired 
result. 

The first step is to be able to discover, at any stage of the 
game, which player has possession of this important factor, as it 
is constantly passing from one to the other as the pieces are 
exchanged and removed from the board. There are several 
methods of doing so, but the most simple is to divide the board 
into two systems of squares, consisting of four columns each, 
viz., those columns with a White square at the bottom to form 
one system, and those with a Black one the other. Examples : — 

"First System." "Second System." 



3 2 



THE DRAUGHTS-PLAYER'S GUIDE. 



Then count the pieces in one system only (either will do). If 
the number be an odd one, and it is your turn to play, you have 
the "move"; if even, your opponent has it. Example: — 

white. In this position it will 

at once be seen that the 
number of pieces in either 
one of the two systems is 
odd: therefore Black has 



the "move," and is en- 
abled to block his op- 
ponent's pieces, and force 
the win, thus : — 1-5, 

28- 24, 4-8, 24-19, 8-1 1, 

29- 25, 5-9, 25-22, 9-13. 
White must now lose a 
piece and the game. 

Should it be desirable 
to alter the "move," it 
can be done by an ex- 
change of odd pieces, 
as one for one or three 
for three ; but one of the 
capturing pieces must be 
removed from the board, 



(2) 

BLACK. 



IIP 








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(S3) 








W 
wm 




IP 










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HP 
WW> 


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BLACK. 

Black to move and win. 
or the rule will not apply. Examples 
(1) 

\ BLACK. 















"■ 




■ 














i 






















IP 




■ 






" \ 




1 



























■ 




























































II 

































WHITE. 

White to move and win. 



WHITE. 

White to move and draw. 



In both the above positions, it being White's turn to play, 
Black has the "move." 



THE "MOVE" AND ITS CHANGES. 



33 



In No. i White exchanges 23-19, gains the "move" (one of 
the capturing pieces being removed from the board), and wins. 

In No. 2 White draws by anything, with the exception of 
10-15. Should he be tempted to make that move, then Black 
wins by 25-22, retaining the "move," as neither of the capturing 
pieces are removed from the board. 

An exception to the foregoing rule arises when there is an odd 
number of pieces upon the board, as three to two, or four to three. 

In studying end-games of this description, we invariably find 
that one player has the "move" in one system of squares, and 
his opponent in the other; so that the "move" varies according 
to the fluctuations of the play from one system to the other. 

If the player of the weaker side can manage to entrench his 
pieces in the system in which he has the "move," it is always a 
great aid to him in his defence, and sometimes enables him to 
force a draw. 

To find in which system you have the "move," when it is your 
turn to play, count the pieces in either system. If the number is 
even, you have the move in that system ; if odd, you will have it 
in the other. Example :— 

BLACK. 







ill 




■ ■ ■ 














w 

mill 


HP 






IP 




HP 
































IP 














m 



















WHITE. 

Either to move ; White draws. 



White Moves. 
(a)27 23 7-11 23 26 19-23 25 30- 27-31 
2-7 27 23 15-19 30 25 24-27 25 30 
23 27 11-15 26 30 20-24 30 25 Drawn, 
See Elementary End-game No. 5. 
(a) If 27-32 Black forces Elementary End-game No. 19. 



34 



THE DRAUGHTS-PLAYER'S GUIDE. 



Black Moves. 
2-7 26 23 13-17 27 32 25-30 32 27 
(a) 22 26 11-16 32 27 21-25 27 32 

7-11 27 32 17-21 32 27 30-25 Dkawn. 
See Elementary End-game No. 33. 

(a) Should White now try to draw by holding the man on 13, as 
in the preceding example, Black, having the "move," would win. 

When driving a king from the "double corner," it is often an 
advantage, if there are other pieces upon the board, to know 
which square it will come out on. It will be noticed that the 
only two squares by which it can leave are in different systems. 
Discarding all but the three pieces concerned in the calculation, 
it is evident that there must always be an odd number in one 
system or the other ; and you will find that, being your turn to 
play, the king will invariably be compelled to leave via the 
square situated in the same system as the odd piece or pieces. 
Examples : — 

BLACK. 




WHITE. 

White to move. 



By applying the rule in the above example, we find that there 
is an odd piece in the "Second System" on square 4. Black 
will therefore be driven out via squares 9 or 27 (in the same system 
as 4), accordingly as to which "double corner" he retreats to. 
The following example shows the utility of this rule : — 



THE "MOVE" AND ITS CHANGES. 



35 




WHITE. 

White to move and win. 

1 6 6-10 23 18 15-8 11 16 18-23 

27-24 28 24 28-32 32 27 24-28 32 28 

18 23 10-15 (a) 3 8 8-11 16 19 23-27 

24-28 24 28 4-11 27 24 28-32 W. Wins. 

(a) The rule enabled White to see from the first that he would have 
to make this exchange (which alters the "move"), or otherwise, if he 
attempted to drive out the king with the two pieces on 1 and 18, it would 
leave via 27, and force a draw, by occupying 31, and releasing the king 
imprisoned on 30. 



EXEECISES 

ON 

CJf* "MM* attir its C&ang**; 



ELEMENTARY END-GAMES, 

(WITH SOLUTIONS.) 



No. I. 

WHITE. 



BLACK. 

Black to move and win. 

18- 15 32 28 24-28 27 31 
27 32 15-19 32 27 19-15 

19- 24 28 32 28-32 B.wins 



No. 2 (Payne.) 
white. 



BLACK. 

Black to move and win. 

18-15 6 1 27-24 5 1 
24 28 14-10 al 5 24-19 
23-27 28 32 10-6 B.wins. 

fa) 32-28, 24-19. B. wins. 



ELEMENTARY END-GAMES. 



37 



No. 3 (Payne), 
white. 











■ 




n 


■ 






• 


B 


k:2 


Bill 


























| |g 




























i 





BLACK. 

Black to move and draw. 
23-26, 25-21, 26-22. Drawn. 



No. 4 (Payne), 
white. 









■ 


















m 


















t 

■ 







BLACK. 

Black to move and draw. 

10-15 15-11 11-15 15-8 
8 12 12 16 16 11 Drawn. 



No. 5 (Payne). 

WHITE. 


































































fl 
























■ 




; 




IP 



















BLACK. 

Black to move and draw. 

7-10 18 23 15-11 al2 16 
19 16 11-15 23 19 3-7 
10-7 16 12 7-3 Drawn. 
(a) If 19-16, 11-15, &c, Drawn. 



No. 6 (Sturges) 

WHITE. 

















pi 






PI 


■ 














m 






^^^^ 




m 




S 








tl 










■ 



BLACK. 

Black to move and draw. 

7-10 6-2 2-20 20-16 
14 7 20 16 3 7 Drawn. 



38 



THE DRAUGHTS-PLAYER'S GUIDE. 



No. 7 (Payne). 

WHITE. 



No. 8 (Payne) 

WHITE. 























m 


„. 




■ 


■ 






















m 





















m 


















m 






IP 





BLACK. 

Black to move and win. 

1-6 6-9 7-10 
5 1 14 5 B.wins. 



BLACK. 

Black to move and win. 

(a) 26-31 4 8 23-18 8 4 
8 4 26-23 4 8 15-11 
31-26 8 4 18-15 B. wins. 

(a) Black wins in a similar way if White moves first. 



No. 9 (Sturge). 

WHITE. 



No. io. 

WHITE. 





m 






■ 




f§jfe 













m ; \ 
















If 










■ 




■ 




■ 





■ 
















m 





m 






















■ 






m 








m 
m 






m 


,. . . . 





BLACK. 

Black to move and win. 
6-1, 23-14, 1-5. B. wins. 



BLACK. 

Black to move and win. 

11-15 3-7 7-11 15-18 
20 16 16 12 12 8 B.wins. 



ELEMENTARY END-GAMES. 



39 



No. II. 

WHITE. 







mm 


« rt 

ill ^By, 






0] 




■ 






u " © 




















■ 






H 

















BLACK. 

Black to move and win. 

3-7 7-10 10-14 18-23 

21 17 17 13 13 9 B.wins. 



No. 12. 

WHITE. 









- - 










IP 


IP 


■ 


A 






■ 




11® 






w 


m 
























m 












m 






, , , 








■ 























BLACK. 

Black to move and win. 
14-18, 23-14, 10-17, 21-14, 3-17. 

B. WINS. 



No. 13 (Payne) 
white. 











< 










■ 


































Hi 




i 








































■ 






m 



























BLACK. 

Black to move and win. 

7-11 15 8 13-9 7 11 
19 15 22-13 3 7 6-10 
18-22 8 3 9-6 B. wins. 



No. 14. 

WHITE. 



BLACK. 

Black to move and win. 
>-22, 15-8, 22-15. B. wins. 



40 THE DRAUGHTS-PLAYER'S GUIDE. 

No. 15 (Sturges). No. 16 (Sturges). 



WHITE. WHITE. 




BLACK.. BLACK. 

Black to move and win. Black to move and win. 

10-14, 9-27, 16-32. B.wins. 14-10, 6-15, 16-11. B.wins. 



No. 17. 

WHITE. 



















































































HI 


























m 







BLACK. 
Black to move and win. 



11-16, 1-10, 2-7, 10-3, 16-12. 

B. WINS. 



No. 18. 



WHITE. 







































■ 


m 




















m 













BLACK. 

Black to move and win. 
14-9, 6-1, 20-16, 13-6, 16-11. 

B. WINS. 



ELEMENTARY END-GAMES. 



No. 19 (Payne), 
white. 











■ 










'///////// 


■ 










■ 




■ 


























ww 


























BLACK. 

Black to move ; White wins. 

2-6 6-9 9-6 6-13 
11 15 14 17 22 18 18 14 

6-9 9-13 6-2 W.wins. 
15 18 18 22 13 9 

9-6 13-9 1-6 
10 14 17 13 5 1 



No. 21 (Payne), 
white. 































WW 








■ 


■ 






m 




m 








m 





BLACK. 

Black to move and draw. 



6-9 18 22 9-13 22 18 
15 18 13-9 17 14 a 9-13 
9-13 14 17 13-9 Deawn. 
(a) Black draws by keeping 
command of square 13. 
D 



41 



No. 20 (Payne.) 
white. 



M 






mm 


w 






M 




w 

WW 


w 


mm 


W 
M 




w 




w 






■ 






IP 


w 


















@ 












WW 










WW/t 











BLACK. 

White to move and win. 

10 14 6-2 18 22 13-9 
2-6 16 19 6-2 14 10 

14 17 2-6 13 9 9-13 

6-9 19 23 1-6 5 1 

17 13 6-2 22 18 13-17 

9-6 23 18 6-13 1 5 

11 16 2-6 18 14 . W. wins, 



No. 22. WHITE. 






















■ 










, :, 



















r 






Wm 














■ 







BLACK. 

Either to move ; Black wins. 

Black moves. 
17-14 13-9 5-1 14-9 
(a) 6 2 1 6 6 13 B. wins. 
(a) 6-9, 13-6, 1-17, 5-9. B.wins, 
White moves. 
6 2 16 6 13 
13-9 17-14 5-1 B.wins. 



42 THE DRAUGHTS-. 

No. 23 (Anderson), 
white. 




BLACK. 

Black to move and draw. 
3-7, 10-3, 27-24. Drawn. 



No. 25. 



WHITE. 



























111 




















■ 


HP 

m 




... 








....„>: 








■ 




m 




:>..., .-; ^ 














mk 


















IIP 























BLACK. 



Black to move and win. 

1-5 5-9 15-10 
7 3 17 13 B.wins. 



,'S GUIDE. 



No. 24 (Ronald), 
white. 



n mi 








in 


■ 

















































• 



















BLACK. 

Black to move and win. 

10-15 15-19 19-24 24-20 
9 6 (a) 6 2 2 11 B.wins. 

{a) 6-9,19-24,9-6,24-20. B.wins. 



No. 26 (NORTHRUP). 
WHITE. 




BLACK. 

Black to move and win. 

3_8 1-5 5-7 
12 3 3 10 B. wins. 



ELEMENTARY END-GAMES. 43 
No. 27 (Sinclair). No. 28 (Sturges). 



WHITE. WHITE. 




BLACK. BLACK. 

Black to move and win. Black to move and win. 

19-16 18-23 16-11 12-16 23-18 18-9 9-6 

10 14 14 18 B.wins. 24 20 a 20 11 11 7 B.wins. 



(a) 14-23, 15-19, 20-11, 19-17. B.wins. 



No. 29 (Wyllie). 

WHITE. 











































f ■ 


• 























































BLACK. 

Black to move and win. 

18- 23 23-18 15-10 9-13 
11 7 24 20 20 16 11 8 

19- 15 18-14 14-9 10-6 
28 24 7 2 16 11 B.wins. 



No. 30 (Sturges). 
white. 

















e 






















m 



































BLACK. 

Black to move and win. 

18-15 12-16 15-10 10-1 
10 6 24 20 20 11 B.wins. 



44 



THE DRAUGHTS-PLAYER'S GUIDE. 



No. 31. 



WHITE. 











■ 


m 








i 








m 
























f 




m 














m 



BLACK. 

Black to move and win. 
13-17, 14-10, 17-22. B.wins. 



No. 32. 



WHITE. 











lJ 
























■ 




■ 




■ 






















P 








i 














® 




§ 






■ 



BLACK. 

Black to move and win. 



3-7 6-10 15-11 23-19 

11 8 3 8 12 8 B.wins. 

2-6 10-15 11-15 

8 3 8 4 8 3 



No. 33 (Rogers). 

WHITE. 



No. 34 (Wyllie). 

WHITE. 




















■ 








> 




- 1 




















■ 

























8 




































• 













e 
















, ///;#, 




i 












































• 









BLACK. 

Black to move and draw. 

1-6 10-6 2-6 9-13 
16 11 9 5 7 2 15 10 

6-2 6-1 6-9 13-9 
(a) 13 9 3 7 11 15 Drawn. 
(a) 3-8, 2-6, 8-12, 6-1, 12-16, 1-6, 16-19, 

10-14. Drawn. (White cannot crown 

the man, nor force an exchange.) 



BLACK. 

Black to move and wan. 



21-17 
29 25 
17-14 
25 22 



14-9 
22 17 
9-6 
17 13 



6-1 7-2 
13 9 9 5 
3-7 2-7 
4 8 B wins 



ELEMENTARY END-GAMES. 



45 



No. 35 (Kear). 



WHITE. 









jjj 






















, ... , 

IP 




" 






■ 








^^^^ 


m 


- 











Black to move and draw. 

2-7 7-3 4-8 8-11 
9 14 14 10 10 15 Drawn. 



No. 37. 



WHITE. 




Black to move and win. 

9-14 . 2-6 13-29 
6 1 1 17 B.wins. 



No. 36 (Brown), 
white. 



■ 




jjj 










■ 




In 








Hi 






® §j§ 


























m 
































@ 









BLACK. 
Black to move and win. 



2-6 9-14 15-19 18-22 

19 16 16 11 7 2 B.wins. 

6-9 10-15 14-17 

17 13 11 7 2 7 



No. 38. 



WHITE. 



















m 




'0 


. 

m 

. .. 


"m 
m 








w 








W 


HI 


m 


wf 






HP 
















■ 



BLACK. 

Black to move and win. 

12-16 15-18 3-8 27-32 
8 4 22 15 4 20 B.wins. 



46 



THE DRAUGHTS-PLAYER'S GUIDE. 



No. 39. 

WHITE. 



HI 




















m 






■ 






■P 

m 




m 




m 


■ 


B 


m 

■ 




m 








m 


















m 










m 








■ 



BLACK. 

Black to move and draw. 

7-10 5-14 12-19 19-24 

14 7 19 15 7 2 Drawn. 

9-14 16-19 14-18 

18 9 23 16 2 7 



No. 40. 

WHITE. 













®il§ 










'- 

'/;„/.-„{, 






HP 


■ 








■ 


HHP 












■ 


b ; 






■ 








11® 






























: 



BLACK. 

Black to move and draw. 

6-10 21-25 10-15 14-18 
13 6 30 21 19 10 Drawn. 



Black moves. 



24-20 
31 27 

22- 18 
27 31 

23- 19 
31 27 
19-24 
27 31 

24- 28 
31 27 



18-22 
27 31 

21- 17 
31 27 

22- 26 
30 23 
28-24 

B. WINS. 



No. 41. 

WHITE. 



W W////A 



m wm... 



White moves. 

32 28 27 23 

23- 19 20-24 
28 32 B. wins, 

24- 28 

31 27 (a) 
19-16 31 27 
27 31 22-26 
16-20 B. wins. 
a32 27 
28-32 



BLACK. 

Either to move ; Black wins. 



ELEMENTARY END-GAMES. 



47 



Black moves. 



28-24 
32 28 
24-20 
28 32 

22- 18 
31 27 

23- 19 
27 31 
19-24 



32 27 
24-28 
27 32 
18-22 
31 27 
22-26 
30 23 
28-24 

B. WINS. 



No. 42 (Sturges). 
(Known as "Fourth Position" ) 

WHITE. 




White moves. 



31 27 
23-19 
27 31 
19-24 

32 27 



31 27 
28-24 
27 31 
18-23 
31 26 



24-20 Drawn. 
27 32 
22-18 



BLACK. 

Black to move and win : White to move and draw. 



1-5 
8 11 
5-9 
11 15 
9-14 

15 11 

14- 18 
11 16 

18- 15 

16 20 

15- 11 
20 24 

3-7 
24 19 

7-10 
19 23 
10-15 
23 27 
15-19 
27 32 

19- 24 



32 28 
24-27 
28 32 
27-31 
32 28 
31-27 
28 32 
27-23 
32 28 
23-18 
28 24 

18- 14 
24 19 

6-10 
19 23 
10-15 
23 27 
15-19 
27 32 

19- 24 
32 28 



No. 43. 

( Known as " Second Position.") 

WHITE. 




BLACK. 

Black to move and win. 



24-27 


28 32 


28 24 


19-24 


27-32 


32 28 


24 28 


11-16 


32-27 


28 19 


28 32 


16-23 


27-24 


12 8 


32 28 


23-18 


24-19 


8 4 


28 32 


18-14 


19-15 


4 8 


32 28 


6-1 


15-10 


8 11 


28 24 


14-9 


10-6 


13 6 


24 19 


1-10 


14-10 


11 16 


19 24 


10-15 


10-15 


16 20 


24 28 


15-19 


15-19 B.wins. 



THE DRAUGHTS-PLAYER'S GUIDE. 



No. 44 (Avery). — (Known as 

WHITE. 



Third Position.'' 



13-9 


25-22 


22 18 


15 10 


9-6 


22-26 


18 22 


14 18 


6-1 


5-9 


22 18 


10 6 


21-25 


9-13 


18 15 


6 10 


1-6 


26-31 


14 17 


10 14 


6-2 


31-27 


17 14 


18 22 



m 

Hi 




mp 




B 


hp 
m 


ll 


■ 




■ 




BP 




- 




■ 




hhp 

m 


MB 


- 




m 






ill 






jj§ 

MM 


















fHP 











27-23 


24-20 


22 25 


22 26 


2-7 


20-16 


25 22 


26 22 


7-11 


16-12 


22 25 


22 26 


11-15 


12-8 


25 22 


26 22 


23-27 


8-3 


22 26 


14 9 


27-24 


15-10 


26 22 


B. WINS. 



BLACK. 

Black to move and win. 



The main point in the above position is to avoid the draw shown in No. 5. 



No. 45 (Payne). — (Known as 

WHITE. 



First Position.'") 



17-13 


10-15 


5 1 


9 5 


13-9 


15-18 


1 5 


(a) 5 9 


9-6 


1-5 


5 1 


(&)9 6 


14-10 


18-15 


1 5 


21 17 


6-1 


5-1 


5 9 


6 9 




15-18 


5-1 


cl7 13 


25 22 


18-15 


1-6 


9 14 


22 25 


1-5 


6-10 


14 17 


25 22 


15-10 


10-15 


17 22 


22 25 


10-14 


15-18 


22 25 


B. WINS. 



BLACK. 

Black to move and win. 
(a) 21-17, 18-22, 17-14, 1-6, 5-1, 6-2, 1-5, 22-17, &c. B.wins. 
(6) 9-13, 18-22, 21-17, 5-1, 17-14, 1-5, 14-10, 22-18, 10-6, 5-1, &c. B.wins. 
(c) 9-5, 18-22, 17-14, 1-6, 5-1, 6-2, 1-5, 22-17, 14-9, &c. B. wins. 



ELEMENTARY END-GAMES. 



49 



No. 46. — (An early phase of "First Position") 

WHITE. 



14-10 
1 5 
6-1 
5 9 
1-5 
9 13 
10-14 
13 9 




14- 18 
9 6 

18-15 
29 25 

15- 18 
6 10 6 9 
5-1 a 15-18 

25 21 B.wins. 



1-5 
10 6 
18-15 
21 17 

5-1 



BLACK. 

Black to move and win. 
(a) Same as No. 45 at (c). 



No. 47. — ( An early phase of 

WHITE. 



First Position." ) 



27-23 


18-14 


7 10 


6 1 


22-26 


22-18 


alO 6 


1 6 


26-31 


18-15 


6 9 


6 1 


31-26 


15-10 


9 6 


1 5 


26-22 


10-6 


6 10 


5 1 


23-18 


14-10 


10 6 


1 5 











4B 










.... 


• 






in 




















41 














; 1 






lip 




HP 
ill 




ill 




JJJP 










il§ 




ill 






IP 












jiii 



6-1 


5-1 


5 9 


25 21 


1-5 


1-5 


9 13 


10 6 


10-14 


18-15 


13 9 


21 17 


14-18 


5-1 


9 6 


6 9 


18-15 


615-18 


30 25 


B. WINS. 


15-18 




6 10 





BLACK. 

Black to move and win. 

(a) 30-25, 23-18, 25-21, 26-30, 10-6, 18-14, 6-1, 30-26, 1-6, 26-22, 6-1, 

22-17, 1-5, B. wins. (See No. 45.) 

(b) Same as No. 45 at (c). 



50 



THE DRAUGHTS- PLAYER'S GUIDE. 



No. 48 (Bowen). 

WHITE. 




BLACK. 

Either to move ; Black wins. 
{a) 21-17, 2-7, 1-5, 10-6, 17-13, 7-10, 5-9, 6-1, 9-6, 10-14. B. wins. 
(6) 9-13, 10-6, 13-17, 5-9, 17-13, 6-2, 13-6, 2-9, 21-17, 11-15, 17-13, 15-10. 

B. WINS. 



No. 49 (E. Deans), 
white. 




BLACK. 

Black to move and win. 



ELEMENTARY END-GAMES. 



5* 



No. 50. 

WHITE. 



31 26 
10-14 
27 23 
19-15 
23 27 

14- 17 
27 23 

15- 10 
23 18 
17-13 
18 23 




BLACK. 
Black to move and win. 



No. 51 (Wyllie). 
white. 



1 6 


9 5 


27-23 


18-14 


6 10 


5 1 


23-18 


14-9 


10 6 


6 2 


18-14 


13-17 


6 1 


1 5 


14-17 


17-14 


1 6 


5 1 


19-23 


9-5 


6 9 


2 6 


23-18 


14-18 


2 6 


6 10 


17-13 


18-23 




10-14 
23 27 
13-17 
27 31 
17-21 
31 27 
21-25 
27 31 
25-30 
26 23 
30-25 



31 26 
14-17 
26 31 
25-22 
31 27 
22-26 
23 19 
17-14 

B. WINS. 



alO 14 


17 14 


23-19 


2-6 


1 6 


14 18 


5-1 


7-10 


6 9 


18 23 


19-15 


10-15 


69 5 


23 27 


11-7 


15-19 


14 9 


27 32 


7-2 


19-23 


9 13 


32 28 


15-11 


6-10 


13 17 


28 24 


3-7 


10-15 




B. WINS. 



BLACK. 

White to move ; Black wins, 
(a) 10-6, 23-19, 6-2, 19-15, 2-6, 3-7, 6-2, 7-10. B. wins. 
(6) 9-13, 11-7, 14-17, 15-18, 17-21, 1-6, 13-17, 6-10, 17-13, 10-14, 13-17, 
7-10, 20-16, 18-15. B. wins. 



.52 



THE DRAUGHTS-PLAYER'S GUIDE. 



07 OQ 


11 7 
11-/ 


1 6 


10 6 


19-15 


19-15 


6 1 


6 2 


15-18 


7-11 


1 6 


9 6 


18-22 


17-13 


6 9 


6 1 


22-17 


15-10 


2 6 


2 6 


23-19 


10-14 


6 10 


1 5 



No. 52 (Bowen). 

WHITE. 



11 




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11-15 

5 1 
14-10 

6 2 



BLACK. 

Black to move ; White draws. 
(1) 



13-9 
1 5 

10-14 
5 1 



9-5 
20 16 
14-18 

2 6 



18-23 
6 10 

15-6 
1 10 



5-9 
16 11 
23-19 
11 7 



jll-7 


1 n ^ a 
1 /— 14 




D Z 


' 7-10 


14-18 


5 1 


2 6 


14-9 


18-23 


20 16 


6 10 


10-15 


15-6 


1 6 


1 10 


9-5 


23-19 


6 1 


16 11 


13-17 


19-16 


2 6 


11 7 




Drawn. 



19-16 
7 2 
Drawn. 



TABULAR LIST OF THE OPENINGS. 



Edinburgh .. .. 9-13 
Double Corner . . . . 9-14 

Choice 9-14, 22-18, 11-15 

Denny 10-14 

Kelso 10-15 

Bristol 11-16, 24-20 

Liverpool 11-16, 24-20, 9-13, 20-11, 8-15 

Paisley 11-16, 24-19 

Manchester .. 11-16, 23-18 
London 11-16, 22-18 

White Doctor . . . . 11-16, 22-18, 10-14, 24-20, 16-19, 23-16, 14-23 

Leeds 11-16, 22-17 

Newcastle 11-16, 21-17 

Dundee 12-16 

Ayrshire Lassie .. 11-15, 24-20, 8-11, 28-24 
Second Double Corner 11-15, 24-19 

Cross 11-15, 23-18 

Cross Choice .. ..11-15,23-18, 9-14 
Single Corner . . . . 11-15, 22-18 

Flora Temple . . . . 11-15, 22-18, 15-22, 25-18, 9-13 

Switcher 11-15, 21-17 

Whilter 11-15, 23-19, 7-11 

Whilter (Irregular) . . 11-15, 23-19, 9-14, 22-17, 7-11 

Whilter-Cross .. .. 11-15, 23-19, 7-11, 26-23, 3- 7, 23-18 

Virginia 11-15, 23-19, 10-14 

Will o' the Wisp . . 11-15, 23-19, 9-13 

Old Fourteenth .. 11-15, 23-19, 8-11, 22-17, 4- 8 

Alma.. .. .. .. 11-15,23-19, 8-11,22-17, 3-8 

Glasgow 11-15, 23-19, 8-11, 22-17, 11-16 

Glasgow (Irregular).. 11-15, 23-19, 9-14, 22-17, 8-11, 25-22, 11-1$ 

Laird and Lady ..11-15,23-19, 9-13 

Doctor 11-15, 23-19, 9-13, 17-14, 10-17, 19-10, 7-14 

Centre 11-15, 23-19, 8-11, 22-17, 15-18 

Nailor 11-15, 23-19, 8-11, 26-23 

Cuckoo 11-15, 23-19, 8-11, 22-18 

Defiance 11-15, 23-19, 9-14, 27-23 

Fife . . 11-15, 23-19, 9-14, 22-17, 5- 9 

Souter 11-15, 23-19, 9-14, 22-17, 6- 9 

Sunderland .. .. 11-15, 23-19, 9-14, 22-17, 14-18 

Dyke 11-15, 22-17, 15-19 

Do. (Irregular) .. 11-15, 22-17, 9-14, 25-22, 15-19 

Do. do. . . 11-15, 23-18, 8-11, 26-23, 4- 8, 30-26, 15-19 

Maid of the Mill . . 11-15, 22-17, 15-18 

Do. (Irregular) 11-15, 22-17, 8-11, 17-13, 15-18 

Boston 11-15, 22-17, 9-13, 17-14 

Wagram 11-15, 22-17, 9-13, 24-20 

Pioneer 11-15, 22-17, 8-11, 25-22 

White Dyke . . . . 11-15, 22-17, 8-11, 17-14 

Albermarle .. .. 11-15, 22-17, 8-11, 17-13, 4- 8, 21-17 

Erie 11-15, 22-17, 8-11, 17-13, 9-14 



ILLUSTRATIVE GAMES. 



♦ 

^T'b.e Openings. — It is an essential quality of good play to 
open the game soundly. Many a game, through sheer 
neglect of this important point, is absolutely lost after but a few 
moves have been made. The name of an Opening, when once 
known, brings to mind almost involuntarily the moves by which 
it is formed, and has thus been found a great aid to the memory 
in retaining a recollection of games, either played across board 
or learned from "book." 

The classification of Openings under different names is of 
comparatively recent date. The early authors, without exception, 
gave their play indiscriminately, commencing the game from 
either side of the board at will. This want of system made the 
comparison of the games most laborious, and difficult of accom- 
plishment. Anderson, in his celebrated work, The Game of 
Draughts Simplified, published in 1852, founded the system 
invariably adopted by later authors, of commencing all games 
with the Black men from the lowest-numbered side of the board, 
and dividing them under different heads, or Openings. 

Of these he gave 16 ; but later authors, carrying the system 
to extreme lengths, have added to the list as fancy dictated, until 
now it numbers over 50. It is not within the limits of this work 
to give play in extension of all these Openings ; but a tabular list 
showing the formation of each is given, and the games which 
follow are illustrative of those most in favour with players at the 
present time. 

Instructions for Playing the Games. — Place the pieces 
as shewn on Diagram No. 2, p. 21. "11-15" signifies that the 
Black man must be moved from 11 to 15; "23 19" the White 
man from 23 to 19 ; and so on throughout the whole course of the 



ILLUSTRATIVE GAMES. 



55 



game, the moves of each player following alternately to the end. 
The letters (a), (b), &c, are points of reference to the notes at 
foot of each game and variation ; and the figures (i), (2), &c., 
refer to the succeeding games, or variations, as they are techni- 
cally called, when proceeding from the same opening. As a 
further guide, it may be noted that the dash between the figures 
(thus : " 10-15") throughout the games in this work, invariably 
denotes Black's moves. This does not apply to the notes in line. 
The student is recommended to confine his attention to one or 
two Openings at first, leaving the remainder to be acquired 
gradually, as he becomes more familiar with the theory and 
practice of the game. 



Game No. 1.— " Alma." 



11-15 


7-11 


2-11 


11-18 


18-23 


23-26 


23 19 


(2) 29 25 


17 13 


(7) 19 16 


16 12 


30 23 


8-11 


9-14 


(6) 8-12 


12-19 


8-11 


18-27 


22 17 


(5) 31 26 


26 23 


24 15 


12 8 


28 24 


(a) 3-8 


16-20 


4-8 


10-19 


11-15 


27-31 


25 22 


19 16 


(c) 23 19 


27 24 


8 3 


24 19 


11-16 


12-19 


15-18 


20-27 


15-18 


31-26 


(1) 26 23 


23 7 


22 15 


32 16 


3 7 


19 16 



and the game is drawn. 



(a) Completes the opening formation. It is undeniably a fine 
combination, allowing plenty of scope for both sides. It was introduced 
and named by Drummond, author of the Scottish Draughts Player, 
whose works contain some brilliant play in extension of it. 

(&) Beware of 11-16, which loses by a "stroke," thus:— 27-23, 20-27, 
23-18, 14-23, 26-3, &c. W. wins. 

(c) 23-18 is good for a draw, but 22-17 would lose by 15-18, 24-19, 
11-15, 28-24, 5-9, 30-26, 8-11, 32-28, 11-16, 26-22, 1-5, &c. B. wins. 



(I) 

Play the game to the 8th move, then vary as follows : — 




(d) 27 23 


(9) 22 18 


20 11 


22 17 


6 2 


11 18 


(e) 7-11 


1-6 


6-10 


8-12 


18-23 


27-31 


24 20 


(h) 29 25 


32 28 


17 13 


2 7 


18 27 


15-24 


9-14 


15-19 


11-16 


24-27 


31-22 


28 19 


18 9 


23 16 


13 9 


31 24 


21 17 


(f) 10-14 


5-14 


12-19 


14-18 


16-20 


22-13 


17 10 


25 22 


11 7 


9 6 


7 11 


30 26 


6-24 


11-15 


2-11 


10-15 


20-27 


Dbawn 



(d) A favourite move with many players ; 24-20 is weak. 

(e) Better than either 8-11 or 16-20. 



56 



THE DRAUGHTS-PLAYER'S GUIDE. 



(f) Either 9-13 or 14 would lose. 

(g) 32-28 is weak. Black replies with 9-14, then comes 28-19, 14-18, 
22-15, 11-27, 31-24, 16-23, 26-19, and White's game is very precarious. 

(h) Drummond gives 21-17, followed by 6-10; but Mr. C. Hefter 
(Chicago, U.S.A.) has pointed out that if Black first throws up the man 
by 24-27, 31-24, and then plays 6-10, White's game is in a very critical 
condition. The continuation given in the text is from Baker and Eeed's 
"Alma" book. 

(2) 

From 10th move of game: — 

(i) 24 20 27 20 (I) 17 13 22 18 13 6 28 24 

15-24 8-15 4-8 (ro) 19-23 1-10 20-27 

28 19 (k) 30 26 20 16 26 19 (o) 21 17 31 24 

11- 15 15-19 8-11 10-15 11-16 22-26 
20 11 23 16 16 7 19 10 32 28 29 25 

15- 24 12-19 2-11 6-22 16-20 Deawn 

(i ) This move was for long considered to be a loss for White ; it is 
undoubtedly weak. 

(Jfe) If 23-18, then 15-19, 18-15, 9-13, 15-11, 5-9, 30-26, 10-15, &c. 
B. wins. 

(I) 20-16 or 22-18 would both lose, 
(m) If 10-15, then White draws by 26-23. 

(o) 32-28, 10-14, 28-24, 5-9, 24-20, 9-13, 31-27, 22-26, 27-24 26-30, 
&c. B wins. 

(3) 

From 10th move of game: — 

31 26 2-11 (r) 29 25 12-19 24 15 20-27 

(p) 16-20 17 13 11-16 25 22 10-19 32 16 

19 16 9-14 26 23 4-8 17 10 Deawn 

12- 19 22 17 16-19 22 18 6-15 
23 7 8-12 23 16 15-22 27 24 

(p) Weak, if not an absolute loss ; 9-14 instead compels 29-25, and 
draws, same as game. But beware of replying to 9-14 with 17-13, or 
Black wins by 6-9, 13-6, 2-9, 22-17, 9-13, 26-22, 5-9, &c. 

(r) 26-23 loses ; but 24-19, 15-31, 30-25, &c, wins for White. This 
"shot" escaped Drummond's attention, and has also passed unnoticed 
by the compilers of the Baker-Beed "Alma" Book. 

(4) 

From 10th move of game : — 

(s) 30 26 
(t) 15-18 

22 15 
11-18 

23 7 

16- 30 

(s ) Drummond gives this as the losing move. 



7 3 


27 11 


19 15 


21 17 


15 10 


(it) 2-7 


8-15 


1-6 


18-23 


8-11 


3 10 


24 19 


17 13 


17 14 


Deawn 


6-15 


15-24 


9-14 


23-26 




31 26 


28 19 


29 25 


25 21 




30-23 


4-8 


14-18 


26-31 





ILLUSTRATIVE GAMES. 



57 



(t) C. Hefter points out that 9-14 is, perhaps, the strongest move 
here, and may win. For instance : — 

9-14 ' 15-24 11-15 15-24 8-15 

24 20 28 19 20 11 27 20 

and Black has the better game. 

(u) Corrects Drummond's play. He continues: — 9-13, 17-14, 8-11, 
24-20, 4-8, 29-25; overlooking that if White plays 20-16 instead of 
29-25, the result is reversed, and White wins. 

(5) 

Play the game to the 12th move, then vary as follows : — 

(w) 24 20 8-15 16 7 (z) 15-18 23 14 18-27 

15-24 (x) 30 26 2-11 22 15 9-18 26 22 

28 19 4-8 26 23 10-19 17 14 27-31 

11-15 20 16 11-16 25 22 16-20 22 17 

20 11 12-19 (y) 31 26 1-5 32 27 Drawn 

15- 24 23 16 5-9 22 17 19-24 
27 20 8-11 17 13 14-18 27 23 

(to) Taken at this stage, this exchange leads to a nice even game. 
fx) 17-13 is weak, but 31-27 may be played with safety. 
(y ) 17-13, 15-18, 22-15, 10-26, 31-22, 14-17, 21-14, 6-9. B. wins. 
(z ) 1-5, 22-17, 16-20, 25-22, 20-24, 32-28. W. wins. 

(6) 

Branching from 12th move of game: — 

(a) 17 13 18 11 (d) 25 22 11 8 14 5 13 6 

16- 20 8-15 10-15 4-11 31-26 1-26 
31 26 27 11 23 18 15 8 22 17 17 14 
11-16 20-27 (b) 15-19 24-27 26-22 22-18 

(b) 21 17 32 23 (f) 18 15 26 22 (h) 18 15 14 10 
14-21 12-16 5-9 27-31 23-26 Drawn 
23 18 (c) 22 17 22 18 17 14 30 23 

16-23 16-20 20-24 (a) 19-23 6-9 

(a) This is a weak move, cramping White's game. The student 
should pay particular attention to the play given upon it, so as to be able 
to take due advantage if opportunity should offer in practice. 

(b) The only move to draw; 23-18, before throwing up this man, 
loses as follows : — 

23 18 16-23 32 23 10-15 22 17 15-19 

14-23 26 19 8-24 19 10 1-6 B Wins 

27 11 20-27 28 19 6-15 25 22 
Whilst if 22-17 is played, Black would also win by the following :— 

22 17 5-9 26 19 20-27 28 19 6-24 

8-11 23 18 14-23 32 23 10-14 B Wins 

25 22 16-23 27 18 15-24 17 10 

(c) Again, if White attempts to vary by 23-19, Black wins ; thus : — 
16-23, 26-19, 10-14, 22-17, 14-18,-28-24, 6-9, &o. 

E 



58 



THE DRAUGHTS-PLAYER'S GUIDE. 



(d) If 23-19, 20-24, &c, B wins. 

(e) Black has a neat " shot" here, but only resulting in a draw : — 
21-25, 30-21, 2-7, 11-2, 15-19, 2-9, 5-30, 22-18, &c. Drawn. 

(f) If 17-14, White loses as follows :— 19-23, 26-19, 6-9, 13-6, 1-26, 
30-23, 21-25, 19-15, 25-30, &c, B. wins. 

' (a) If 1-5, White draws by 14-10, 6-15, 13-6, 2-9, 18-11, &o. 

(h) If 18-14, Black wins by 23-26, 30-23, &c. See Problem No. 17. 

(7) 

Branching from 26th move of game : — 

30 26 26 22 17 10 32 23 23 16 17 14 

10-15 8-11 18-23 15-29 11-20 1-6 

19 10 (i) 22 17 27 18 10 7 21 17 7 2 

6-15 10-26 20-27 16-19 29-25 Dbawn 
(i) 24-19 draws also. 



Game No. 2.—" Paisley." 

With Notes and Variations by the late W. Strickland. 



11-16 


(c)28 24 


10-26 


(g)22 18 


23-26 


(n) 14 9 


(a) 24 19 


11-16 


31 22 


1-5 


(ft) 22 17 


26-22 


8-11 


22 17 


9-14 


18 9 


26-31 


32 28 


22 18 


7-10 


18 9 


5-14 


(Z) 17 14 


12-16 


(6)10-14 


(<2)26 22 


5-14 


25 22 


10-17 


5 1 


26 22 


(e) 3-7 


25 21 


11-15 


21 14 


18-23 


4-8 


(/)17 13 


7-10 


(A) 23 18 


(m) 15-18 


B. WINS 


30 26 


14-17 


29 25 


(i) 16-23 


9 5 




16-20 


21 14 


8-11 


(j) 18 9 


31-26 





(a) This defines the "Paisley" opening; 24-20 instead of 24-19 
forms the "Bristol." Many players prefer 23-18, which is a very good 
reply to 11-16. However, my preference lies with the move in the text. 

(6) If 4,8 is played here, I should advise the student to reply by 
18-14, which gives White a strong position. 

(c) Danger ahead ! 22-17 would lose here, although, apparently, it 
looks the best move for White. Janvier's Anderson gives it with a drawn 
result. Mr. Willie Gardner was, I believe, the first to publish the win ; 
but I have no doubt that even before the publication of Janvier's famous 
work, the win was known by the experts, but thought too good to give to 
the world. The play runs somewhat as follows : — 



22 17 
11-16 
17 10 

26 22 
10-14 



6- 24 
28 19 

7- 10 

22 17 

2-6 



(i) 19 15 
10-19 
32 28 

(i) 
17 10 

6-24 



3-7 
27 24 
20-27 

32 28 
16-19 



31 15 
16-19 
23 16 

23 16 
12-19 



12-19 

B. WINS 



B. WINS 



ILLUSTRATIVE GAMES. 



59 



(d) I prefer 32-28 at this point, continued somewhat as follows : — 
9-13, 18-9, 5-14, 19-15, 13-22, 25-9, 10-19, 24-15, 6-13, which leaves White 
with a fine commanding position. 

(e) A good move ; 9-13 loses by 18-9, 5-14, 19-15, &c. 
(/) Better than 19-15. 

(g) 22-17 draws also, as in the following variation : — 



22 17 
11-15 



25 22 
1-5 



23 18 
14-23 



27 11 
16-23 



24 19 
23-26 



22 18 
6-9 
Drawn 
B wins. 



-22, 23-18, 14-23, &c 
6, 22-18, 26-30, 18-14, &c. Drawn. 

23-26, 24-19, 



(h) If 22-17 here, then 2-7, 13-9, 

(i) 14-23, 27-11, 16-23, 24-19, 23- 

(j) White can also draw by 18-11, continued thus 
26-31, 19-15, 31-24, 22-17, &c. 

(k) If 27-23, then 20-27, 23-18, 26-30, 18-11, 30-25, &c. B. wins. 

(I) 9-5 would also draw here. 

(m) 12-16 here forces the win for Black. — Editor. 

(re) If 24-19, then B wins by 18-22, 14-9, 2-7, 9-2, 26-31, &e. White 
can draw at this point, however ; and as the position is of a very 
interesting order, I give it on a diagram. The continuation of the game 
is as it was played between a rising Leeds player and myself. 

Position after 45th move of game : — 

BLACK. 



Solution, 
(o) 5 1 
26-22 

I 10 

18- 23 
27 18 
20-27 
32 23 
22-6 
23 19 

6-1 
19 15 

1-6 
15 11 
12-16 

II 8 
16-19 

8 3 

19- 23 







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3 8 
23-26 

8 11 
26-30 

14 9 

6- 1 
11 15 

2-7 

15 18 
30-26 

9 5 

7- 10 
13 9 
10-14 
18 15 
26-22 
15 10 
Drawn 



WHITE. 

White to move and draw. 



(o) My opponent was evidently afraid there was something behind 
this move, which, however, turns out to be the only move to draw. 



6o 



THE DRAUGHTS-PLAYER'S GUIDE. 



Game No. 3.—" Switcher." 

Played between representatives of Halifax and Liverpool, at 
the Inter-County Match at Leeds, on Whit-Monday, 1888. 



Black, Mr. W. Beattie. White, Mr. C. Horsfall. 



11-15 


24 20 


- 11-15 


21 14 


4-8 


24 19 


22 17 


15-19 


28 24 


7-10 


32 28 


8-11 


8-11 


23 16 


15-18 


14 7 


26-22 


19 16 


25 22 


12-19 


22 15 


2-18 


14 10 


11-15 


9-13 


27 24 


13-22 


29 25 


6-15 


16 11 


(a) 23 18 


(5) 19-23 


(d)23 18 


26-30 


19 10 


15-19 


6-9 


31 27 


14-23 


25 21 


22-18 


White 


26 23 


23-26 


27 18 


30-26 


10 6 


RESIGNED 


9-14 


30 23 


22-26 


21 17 


18-14 




18 9 


(c) 1-6 


18 14 


(e) 18-23 


6 2 




5-14 


24 19 


10-17 


17 14 


14-9 





Notes by Mr. W. Beattie. 

* Sacrificing the man (11-7) is of no avail. "White can therefore 
only crown the man on square No. 4. Black in the meantime also crowns 
his man, which now stands on 23, brings it again to that square, cuts 
"two for two" by 3-7, and is thus enabled to block the remaining forces 
in the single corner. 

(a) There would seem to be an element of weakness in this variation, 
as it is only on very rare occasions that a player will be found attempting 
its defence. With Mr. Horsfall the game is a favourite, and he has 
devoted some time to the elucidation of its various ramifications. He 
won it from Martins in very pretty style, and he should have also scored 
with Mr. Smith in their match. 

(b) Anything else, and Black must be prepared to struggle wearily on 
for a draw. If 11-15, then White obtains an advantage by 22-18. If 
10-15, then 30-26 sets up an interesting problem for Black to solve. 

(c) It is difficult to say which of the three moves at Black's command 
is the best, viz., 4-8, 1-5, or the move in the text. The latter, at all 
events, has the advantage of solidifying the position as well as preventing 
White from cutting 23-18. 

(d) Mr. Jackson was of opinion that planting the man on 11 would 
have been better. 

(e) 26-22 would, perhaps, have been more decisive. 



ILLLUSTRATIVE GAMES. 



61 



The following variation by Mr. W. J. Wray seems to sustain 
Mr. .Jackson's opinion in Note (d). Position : — 

BLACK. 



15 11 

7-16 
20 11 
22-26 
29 25 
26-30 
25 22 
30-25 
19-16 
25 18 




21-17 
14 21 

23- 7 
3 10 

24- 20 
10 14 
11-7 

2 11 
16-7 
Drawn 



WHITE. 

White to move. 



Game No. 4.—" Bristol. 



11-16 


18 9 


11-15 


25 22 


(6) 6-9 


(d)26 23 


24 20 


5-14 


17 13 


14-18 


26 17 


19-26 


16-19 


25 22 


8-12 


22 17 


9-18 


31 22 


23 16 


8-11 


27 24 


18-22 


(c) 30 26 


18-25 


12-19 


22 17 


3-8 


(a) 17 14 


(1) 8-11 


27 23 


22 18 


4-8 


32 27 


10-17 


17 14 


Drawn 


9-14 


29 25 


1-5 


21 14 


2-6 


J. Lees 



(a) This has long been considered a loss. 

(6) At this point 8-11 was the original move for a Black win, but 
Mr. J. Tonar showed it to admit of a neat and critical draw ; then we 
introduced the move in the text to sustain the win. The play in support 
stood the test of the critics at the time, and was incorporated in Janvier's 
Anderson. 

(c) Janvier, in Turf, April 30th, 1884, notes this move as a correction 
of Janvier's Anderson, var. 33, and credits the correction to Freer. 
The late Mr. J. Eobertson appears not to have been aware of this, as he 
introduced 30-26 in his recently-published Guide to Draughts-Playing, 
giving the result in favour of Black. 



62 



THE DRAUGHTS-PLAYER'S GUIDE. 



(d) A neat correction of Robertson's Guide, "Bristol," part 1, var. 323 v 
put in by Mr. J. Lees, Dalmellington. We are not aware whether this, 
or any of the variations which follow, are included in Mr. Freer's analysis 
alluded to in the preceding note ; but whether that be so or not, the draw 
is undoubtedly original to Mr. Lees. 

(i) 

The following variations are given in support of the draw. Position : — 

WHITE. 



(2) 2-6 
20 16 

(e) 8-11 
24 20 
18-23 
27 18 
15-22 
17 14 
22-25 







H 




< 










m 










^ m 


m 














UP 
111 


m 




m 












m 






[ I \ Q 


a 


HHP 














m 




m 


' m 




B m 




ii§p 













31 27 
11-15 
16 11 
7-16 
20 11 
25-30 
26 22 
30-25 
14 10 
Dkawn 



BLACK. 

Black to move. 
{e) 6-10, 24-20, 19-24, 28-19, 15-24, 26-23, &c. 

(2) 

(3) 7-10 18-27 (g) 19-23 12-19 
(f)27 23 26 22 20 16 22 18 

(f) Solution to Problem No. 18. 

(g) 2-6, 22-18, 15-22, 24-15, 10-19, 31-15. 

(3) 

18-22 24 20 30-23 20 4 

20 16 (4) 25-30 16 11 23-27 

(i) 22-25 27 24 7-16 24 20 



Drawn. 

15-22 
24 6 

Drawn. 



27-23 
17 14 
15-18 



2-9 
31 24 
Dbawn 



20 16 
Dbawn 



(3) 7-10 
27 24 



{i) 8-11, 17-14, 11-20, 26-17. Drawn. 
(4) 

19-26 12-19 
31 22 22 18 Dkawn 

(j) 15-18, 26-22, &c. Drawn. 

{k) 8-11, 16-7, 2-11, 31-27, 25-30, 26-22, &c. W. wins. 



{k) 25-30 
26 23 



ILLUSTRATIVE GAMES. 



63 



Game No. 5.— "Old Fourteenth." 

By Mr. J. P. Reed, Champion of America. 



11-15 


23 18 


(a) 10-15 . 


32 28 


14-18 


20 11 


23 19 


9-14 


19 10 


(c) 15-18 


30 26 


22-26 


8-11 


18 9 


6-15 


22 15 


18-22 


29 25 


22 17 


5-14 


17 10 


11-27 


26 17 


3-7 


4-8 


26 23 


7-14 


20 4 


13-22 


11 2 


25 22 


2-6 


(6) 31 27 


27-31 


21 17 


26-30 


9-13 


24 20 


12-16 


24 20 


27-23 


Drawn 


27 23 


15-24 


(d)27 24 


31-27 


24 19 




6-9 


28 19 


1-6 


(1) 28 24 


23-16 








Notes by Mr. Reed. 







(a) This move has been considered a loss by all authorities. Never- 
theless, I now propose to show that it is a sound draw. 
(6) This move is considered White's strongest attack. 

(c) This move was suggested as a draw by Mr. W. W. Avery, New 
York. (1) 

20 16 4 8 25 22 30 25 22 18 

27-23 19-16 10-15 18-23 15-29 

16 12 29 25 28 24 24 20 8 15 

23-19 6-10 14-18 16-11 Drawn 

(d) Mr. Avery, after suggesting the draw, added that 32-28, for 27-24, 
would still enable White to form the old line of play for a win, leaving 
the books all sound ; but I am inclined to differ, and offer the following 
play to sustain the draw. Position: — 



Solution :- 
(f) 15-19* 
(2) 22 18 
19-26 
18 9 

1-5 
30 23 

5-14 
29 25 

8-12* 
27 24 
11-15 
20 11 
15-18 
23 19 
13-17 




BLACK. 

Black to move and draw. 
(f) A peculiar move, leading to very interesting play. 



11 7 

3-10 
19 16 
12-19 
24 6 

17- 22 
6 2 

22-29 
2 6 

18- 22 
6 10 

14-18 
10 14 
18-23 
Drawn 



6 4 



THE DRAUGHTS-PLAYER'S GUIDE. 



(3) 27 24 
19-26 
30 23 
14-17 



30 26 
8-12 
(4)27 24 
11-15 



22 18 
1-5 

18 9 
5-14 

27 24 



21 14 
16-19 
23 7 
3-26 



20 11 

1-5 
23 16 
12-19 



11- 15 
20 11 

12- 16 
29 25 
16-20 



(2) 
20 16 
8-12 
29 25 
12-19 

(3) 
24 20 
14-18 
20 16 
18-25 

(4) 
23 16 
20-27 
16 12 
27-31 
26 23 



24 15 
26-30 

25 21 
30-26 



29 22 

5-9 
21 17 
15-18 



15-18 
23 19 
31-26 
19 15 
26-22 



15 11 

26-23 
28 24 
Dkawn 



22 15 
13-31 
11 7 
Drawn 



28 24 
22-29 
24 19 
29-25 
11 7 



3-10 
15 6 
Drawn 



Game No. 6.— "Alma." 

By Mr. W. BEATTIE. 
A critical review of the 14th game played in the international 
match at Glasgow, January, 1888, between Messrs. C.F. BARKER, 
Champion of America, and R. Martins, ex-Champion of the 
World. 

Black, Mr. Barker. White, Mr. Martins. 



11-15 


28 19 


9-14 


9 6 


13-22 


23 18 


23 19 


10-14 


18 9 


2-9 


7 11 


8-12 


8-11 


17 10 


5-14 


21 17 


16-20 


18 14 


22 17 


6-24 


(*)31 27 


14-21 


11 15 


12-16 


(a) 3-8 


22 18 


11-15 


23 7 


22-25 


14 10 


25 22 


1-6 


20 11 


15-18 


15 18 


24-27 


11-16 


(e)29 25 


15-18 


7 3 


25-29 


32 23 


(b) 27 23 


{i) 6-10 


17 13 


9-13 


18 22 


28-32 


(0) 7-11 


25 22 


8-15 


3 7 


4-8 


Drawn 


(d)24 20 


(J) 24-28 


13 9 


18-22 


27 23 




15-24 


22 17 


12-16 


26 17 


20-24 





(a) Though invariably successful in the practice of the opening, I 
arrived at the conclusion long ago that this mode of opening the game is 
weak in principle, and, if properly attacked, a practical loss for Black. 
My success in its practice I ascribe, not to my own skill in the manipu- 
lation of the Black pieces, but to a want of knowledge on the part of my 
opponents. 



ILLUSTRATIVE GAMES. 



65 



(b) Any other move would, I believe, lead to an even game. 
Mr. Jackson has a predilection in favour of 26-23, followed by 30-26 ; 
and his many ingenious manoeuvres subsequently would puzzle the best 
of players. Still, after mutual investigation, we concluded that Black's 
draw was safe enough. The move in the text, however, sustains an 
attack from which Black can never successfully extricate himself, so far 
as I have been able to discover ; and I have honestly and carefully studied 
it with a lingering fondness for the Black game, while with Mr. Martins I 
have played it many a time and oft, with a mutual desire for the elucida- 
tion of its merits. 

(c) Wyllie, following Drummond's book, goes 16-20 here. White 
replies with 32-27, and the game proceeds without any apparent pressure 
on either side. (Drummond's Third Edition, Swan and Adamson's 
Analysis, and the games between Wyllie and B. Woolhouse.) In the 
after-play, however, both Wyllie and Drummond overlook a simple move 
which turns the scale in favour of the Whites. I am pretty certain that 
the play of these gentlemen can be beaten easily, but I am not quite sure 
whether Black, by an earlier variation subsequent to 16-20 at the Note (c), 
cannot get out of the difficulty. At all events, I am strongly inclined to 
an opinion that the move in the text is the only move to draw, if, indeed, 
it will draw at all, and that on this move the " Alma" game must either 
stand or fall. 

((?) The combination resulting from this play opens out avenues 
to as pretty manoeuvring as the draughts-men are susceptible of ; the 
only pity being that the White position is almost impregnable, and, 
consequently, it discourages a player from taking the Black side in an 
important game. 

(e) Up to this point the players have followed Mr. Drummond's 
book, which shows that had Martins moved 21-17, instead of 29-25, he 
would have won without a struggle on the part of Barker. The champion 
knew very well, however, that the book could not be followed farther ; 
the game so far was one not of skill, but of tactics, and it was inspired 
by Busby. Long, long ago, when Busby fought on the side of the 
"Englisher," he had discovered a more than satisfactory reply to Drum- 
mond's " winning" move (21-17), and, generous soul that he was, he had 
disclosed it to such of his friends as could appreciate a "good thing." 
It will be observed that the above is the 14th game in the match, and 
that Barker having lost the third, he has been forcing the play during the 
intervening eleven games. If Mr. Barker cared to say, he would doubtless 
tell us that in essaying the "Alma," he had in view Busby's ingenious 
trap, as shown in the following game, played in 1883 : — 



66 



THE DRAUGHTS -PLAYER' S GUIDE. 



Black, Mr. W. Beattie. White, Mr. R. Martins. 

(f) 21 17 23 16 17 14 20 11 3 7 3-7 

(g) 2-7 12-19 7-10 8-29 4-8 Drawn 
\h) 29 25 24 28 14 7 7 3 7 3 

16-19 9-13 11-16 6-9 8-12 

(f) Instead of 29-25, as in the match, this is Drummond's move 
to win. 

(g) Busby's paralytic stroke. It deserves to win from its very 
ingenuity. White, it will be seen, cannot take the shot on account of the 
destruction which would follow, and he is compelled to submit to the 
16-19 cut, which gives to Black a comparatively free game, with a piece 
ahead. At this point there is also a pretty move in addition to Busby's 
— viz., throwing up the man by 24-27, and then 6-10. Though apparently 
a strong move, I do not think it will draw.* 

(h) Until we hit on this variation we were almost convinced that Black 
must win. If sound, it will, I think, be admitted that the draw is 
exceedingly neat. 

(i) 2-7 would, perhaps, draw. If White is compelled to cut 18-15, 
there can be no difficulty in drawing, except possibly for practical 
purposes. The end-game would prove dangerous. 

(j) One can hardly imagine a more deplorable position for a man 
already a game down, and having to pilot these Black pieces for a stake 
of £200 ! 

(k) Can he do better ? This is strong enough, of course. The entire 
responsibility rests on Barker, and he knew it, too, because the newspaper 
report said that "time" was called on him at every move. He sternly 
faced the responsibility, he disputed every move, and through an ending 
abounding in rocks and shoals, he conducted the 'game to a draw 
perfected with the most consummate skill. 



Game No. 7. — " Second Double Corner." 



Played 


between 


Messrs. J. Wyllie 


and R. D. YATES. 




Black, 


Mr. Yates. 


White, Mr. Wtllie. 


11-15 


22 18 


9-13 


30 26 


7-14 (d)Bl 26 


24 19 


11-16 


17 10 


5-9 


29 25 (e) 2-6 


15-24 


(i)25 22 


6-22 


26 17 


4-8 


28 19 


10-14 


26 17 


(&) 9-14 


(c)25 22 


8-11 


22 17 


(a) 13-22 


17 10 


8-11 



* Vide Note {h) to Game No. i. " Where doctors disagree, who shall decide ?" 



ILLUSTRATIVE GAMES. 



67 



(a) This position can also be produced from the "Switcher" and 
several other openings. 

(&) Barker shows a neat draw in the American Checker -Player by 
9-13, but the move in the text is the strongest. 

(c) The American Draught-Player gives this as the loser. 

(d) In the A. D.-P., variation 18, 32-28 is given, and B. wins. 

(e) Forms the pretty combination illustrated on the diagram 
annexed : — 



Game 
continued :- 
22*18 

11- 15 
18 11 
14-18 
23 14 
16-30 
21 17 
30-26 
11 7 

3-10 
14 7 
26-22 
17 13 

12- 16 



111 


m 


1 

mi 






@ 111 








m 










HP 

411 


















m 


1 








ill 




' m 






m mm 




m 

■ 






m 


m\ 


•m 






m 









WHITE. 

White to move. 



(1) 



7 3 
1-6-19 

3 7 
22-18 

7 11 
19-23 
11 7 

1-5 

7 3 

6-10 

3 7 
10-14 

7 10 
Dkawn 



26 22 


32 28 


27 20 


25 22 


17 13 


20 16 


10-14 


(a) 3-8 
28 19 


9-14 


1-6 


2-6 


4-8 


22 17 


18 9 


30 26 


26 23 


29 25 


16-20 


7-11 


11-27 


8-11 


11-15 


18-23 


17 10 


19 15 


31 24 


22 17 


23 19 


B. WINS 


6-24 


20-24 


5-14 


6-10 


15-18 A.J 


.Collier 



(a) A neat and scientific correction of a game between Messrs. J. 
Wyllie and B. McCulloch. 



Game No. 8.— " Maid of the Mill." 

Black, J. Goodall ; White, "W. Strickland. 
11-15 9-18 10-15 7-10 12-16 16-19 

22 17 17 13 25 21 23 18 28 24 30 25 
15-18 8-11 18-22 4-8 8-12 Forms an'xed 

23 14 21 17 27 23 24 20 32 28 position. 



68 



THE DRAUGHTS-PLAYER'S GUIDE. 



H 




4§ 










m 








H 






m 


H 


H 


m 








m 






m 


■ 


m 


IF 




m 


m 




















m 




m 






IP 










§§§ 
mm 






m 










(8) 




m 




m 





BLACK. 

Black to move and win. 

The above interesting game occurred in a little match between J. Goodall 
and W. Strickland, at the Sheepscar Hotel, in 1885. 



Game No. 9.—" Paisley." 

Played in McGarvie's Rooms, Oxford Street, Glasgow, between 
a Glasgow Amateur and Mr. Wyllie. 



Black, Glasgow Amateur; White, Mr. Wyllie. 



11-16 


16-23 


11-16 


9-13 


26-30 


5-14 


24 19 


27 18 


30 26 


17 14 


7 2 


23 19 


8-11 


6-9 


7-11 


10-17 


30-25 


16-23 


22 18 


28 24 


29 25 


21 14 


(a) 2 7 


27 2 


4-8 


11-16 


2-6 


13-17 


25-22 


20-27 


18 14 


26 23 


26 22 


25 21 


18 14 


7 16 


9-18 


8-11 


6-10 


17-22 


1-6 


12-19 


23 14 


31 27 


14 7 


14 10 


(6)21 17 


32 16 


10-17 


16-20 


3-10 


22-26 


22-13 


W. WINS 


21 14 


25 21 


22 17 


10 7 


14 9 





Notes by a Spectator. 

(a) Mr. Wyllie took long to consider the position at this point, and made 
several feints to move the king from square 2 before he moved it to square 7. 
Then Mr. McNeill, after a couple of moves, played 1-6. 



ILLUSTRATIVE GAMES 69 
(b) The position is now as follows : — 



BLACK. 




WHITE. 

White to move. 



Wyllie with alacrity moved 21-17, 22-13, 14-9, 5-14, and with a smile on 
his features showed the move 23-19, and then played it. But none of the 
spectators seemed to comprehend the full depth of the cut (several saying 
it was a draw), until Mr. Wyllie moved 7-16 at the 56th move, when all 
seemed lost in amazement. 



Game No. 10.— " London." 



By Mr. Chas. Hefter, Chicago, U.S.A. 



11-16 


10-14 


7-11 


14-23 


5-9 


* 13-17 


22 18 


18 15 


24 19 


27 18 


30 26 


22 13 


8-11 


11-18 


11-18 


7-10 


10-14 


7-11 


25 22 


22 15 


22 15 


25 22 


26 23 


B. WINS 


4-8 


16-20 


2-7 


(1) 9-13 


3-7 


Hefter heat 


29 25 


26 22 


23 18 


(2) 31-27 


28-24 


Wright 


10-14 


14-23 


(1) 

19-23 


6-10 


5-14 


15-18 


19 16 


31 27 


21 17 


17 13 


13 9 


Drawn. 


12-19 


6-15 


1-6 


9-14 


1(KL5 


Editor. 


15 10 


27 4 


22 18 


18 9 


9 6 








(2) 








*21 17 


(3)30 25 


17 10 


22 13 


Drawn. 


5-9 


10-14 


13-17 


8-11 


Strickland. 




Game No. n.— "Manchester." 

Played in the Lancashire v. Yorkshire Match, 1886. 
Black, Frank Dunne ; White, W. Strickland. 



11-16 
(a) 23 18 
(&) 16-20 

24 19 

(c) 9-14 
18 9 

5-14 

(d) 27 23 

8-11 
22 18 



(e) 11-15 
18 9 
15-24 
28 19 

6-13 
25 22 

4-8 
22 18 

8-11 
18 14 



10- 17 
21 14 
20-24 
29 25 

11- 16 
25 22 
16-20 
23 18 

7-11 
19 15 



11-16 
15 11 

24-27 
(/)31 24 
20-27 
32 23 
(9) 16-20 
23 19 
20-24 
14 10 



24-27 


24-19 


18 14 


15 11 


27-31 


{h) 1-5 
9 6 


11 8 


31-27 


2-9 


19 15 


{i)22 18 


27-24 


19-15 


8 4 


Drawn. 


12-16 




14 9 





(See position below.) 

(a) Considered by the experts the strongest reply to 11-16, giving White 
the better game. 

(b) 8-11 is better here than the move in the text. 

(c) 8-11 here loses, thus : 19-15, 10-19, 18-14, 9-18, 22-8, 4-11, 27-24, Ac. 
This is, we believe, the ear best losing stage on record. We have come across 
it in the Spanish work by J. G. Canalejas, dated 1650. 

(d) 26-23 is the favourite move at this point with Mr. A. Jackson, of 
Manchester. 

(e) The "best move, but it leaves Black with a poor-looking game. 
(/) If 32-23, then 16-19, &c. draws. 

(g) Black has now the upper hand, and should win, we think, by correct play. 

(h) Overlooking the effects of 22-18, after 9-6, 2-9 is played. 

(i) A brilliant conception, by which Mr. Strickland retrieved an appa- 
rently hopeless game. The draw appears to be sound from this point. We 
append a diagram of the position, with the game as continued : — 




Game No. 12. — "Single Corner." 

Played at Leeds, 1873, between Messrs. F. Dunne & G. Jewitt. 



White, Mr. Dunne. 



Black, Mr. Jewitt, 

11-15 8-11 10-15 9-13 1-6 

22 18 29 25 24 19 18 14 26 22 

15-22 4-8 15-24 6-9 11-16 

25 18 25 22 28 19 22 18 27 24 
And we have the annexed position : — 

BLACK. 



Game 
continued: 
14 10 
7-14 
22 17 
13-22 



t m m. 



W W//A 



16-20 



30 26 
20-27 
26 1 

W. WINS 



WHITE. 

White to move and win. 



7 2 



THE DRAUGHTS-PLAYER'S GUIDE. 



Game No. 13.—" Manchester," 

Played at Manchester in 1886, between Messrs. W. Beattie 
and J. McClymont. 

, Black, Mr. Beattie. White, Mr. McClymont. 
11-16 9-18 16-19 5-9 7-11 

23 18 22 8 25 22 32 27 22 17 

8-11 4-11 11-15 9-14 6-9 

18 14 24 20 27 24 29 25 17 13 

And the position is same as in the preceding game, with the colours 
reversed. 

Mr. Beattie remarks, in connection with the above: — "This game, 
I think, possesses peculiar features of interest, and would make a valuable 
addition to a collection of ' Draughts Curiosities.' Some years ago, in 
looking over the Liverpool Albion Draughts-file, in the possession of my 
old friend and tutor, Mr. B. D. Petterson, I noticed a ' Single Corner ' 
game played between Messrs. Dunne and Jewitt, in which the beautiful 
stroke illustrated upon the diagram above occurs, and was taken advantage 
of by Mr. Dunne, who won the game. I have often tried to get a similar 
' cut ' on the board since, in actual play, but was never successful till the 
present instance, when, remarkable to say, the identical position cropped 
up quite unexpectedly, and with the colours of the pieces reversed. As 
soon as I saw it, the thought flashed through my mind, ' Hilloa ! I've got 
old Dunne's ' stroke ' on at last '; and, sure enough, I had. I have since 
compared the two games, which will be found to be quite dissimilar in 
the opening moves leading up to the position. It will also be noticed 
that in one instance the position is reached in 20 moves, whilst in the 
other it takes 21." 

We can add an interesting item to Mr. Beattie's sketch of " Old 
Dunne's Shot." There is no question that it occurred independently with 
Mr. Dunne, as with Mr. Beattie, and it has been included in both Lyman 
and Gould's Problem Books, but we are given to understand that Wyllie 
had published the same stroke many years before in the Leeds Weekly 
Express; and therefore, until anything further concerning its origin 
comes to light, to the "Old Veteran" it must be credited. 



ILLUSTRATIVE GAMES. 



73 



Game No. 14.— "Will o' the Wisp.' 



11-15 
23 19 
9-13 
22 17 



13-22 
25 11 
8-15 
29 25 



5-9 
27 23 

9-14 
25 22 



24 20 
15-24 
28 19 



4-8 
22 18 

8-11 
31 27 



Forms position on diagram following :- 



10-15 
19 10 

2-6 




WHITE. 

White to move and win. 



Game No. 15.—" Double Corner." 

Played at Spennymoor in 1886, between Messrs. A. WATERS 
and J. Smith. 

Black, Mr. Smith. White, Mr. Watebs. 
9-14 11-15 7-11 4-8 (a) 15-18 12-16 

22 18 18 11 25 22 23 18 22 15 19 3 

5-9 8-24 11-15 14-23 3-7 10-28 

24 19 28 19 27 24 31 27 27 18 B. wins 
(a) The position at this point is similar to the one illustrated above, 
although there are two more pieces on the board. 



Game No. 16.— "Single Corner. 



11-15 


29 25 


5-14 


18 


9 


13- 


-17 


22 18 


4-8 


24 19 


6- 


-13 


21 


14 


15-22 


25 22 


11-15 


28 


19 


10- 


-17 


25 18 


9-14 


22 18 


8- 


-11 


18 


14 


8-11 


18 9 


15-24 


23 


18 


11- 


-16 


(a) Baiting 


a trap. 












(b) Caught! 


Position 













(a) 14 9 
16-23 
26 19 

(6) 1-5 



74 



THE DRAUGHTS-PLAYER'S GUIDE. 
BLACK. 



Game 
continued: 

9 6 

2-9 
19 16 
12-19 









m 






Hi 






WW, 




, ., 










H 


m 






H 
























ill 


m 






IIP 
ill 




hp 










HP 














wM 
11 

m 


■P 


ill 


■ 







27 23 
19-26 
31 6 

W. WINS 



WHITE. 

White to move and win. 



Game No. 17.— "Single Corner." 

By Mr. James Wyllie. 
11-15 12-16 8-11 11-16 14-18 16-23 

22 18 29 25 19 16 28 24 23 14 26 19 

15-22 16-20 4-8 10-14 9-18 7-11 

25 18 24 19 16 12 18 15 24 19 (a) 19 16 

(a) The loser (see Diagram). In a game contested at Newcastle in 
1886, Mr. Wyllie's opponent endeavoured to entice him into the trap ; 
" but," remarked Mr. Wyllie, "lam not to be caught in that fashion." 

WHITE. 



Game 
continued : — 

5-9 
16 7 

3-19 
12 3 
18-23 




27 18 
2-7 
3 10 

6-29 

B. WINS 



BLACK. 

Black to move and win. 



ILLUSTRATIVE GAMES. 



75 



Game No. 18.— "Switcher." 

By Mr. JAMES WYLLIE. 
11-15 8-11 6-10 15-18 11-15 (6)6-9 

(a) 21 17 17 14 22 17 29 25 30 26 

9-13 10-17 13-22 4-8 2-6 

25 21 21 14 26 17 24 20 28 24 

(a) In the preface to his " Switcher" Book, Mr. Wyllie remarks con- 
cerning this opening that " it was so named by my esteemed and dear 
old friend, Mr. George Wallace, of Glasgow: and it was not inappro- 
priately titled, for with that weak and apparently silly opening I have 
switched and perplexed many an eminent player — -especially before 
publishing the Match Games played with Mr. Martins in 1864 ; indeed, 
I have probably won more games by this particular opening than by any 
other opening upon the board." 

(6) The loser : position as on Diagram : — 

BLACK. 



Game 
continued 

24 19 
15-24 
20 16 
12-19 
27 20 
18-27 




31 6 
9-18 

26 22 
1-10 

22 6 

W. WINS 



WHITE. 

White to move and win. 



Game No. 19. — " 

Played by correspondence in : 
and J. Ward. 

Black, Mr. Dunne. 
11-15 23 14 12-16 

22 18 10-17 23 18 

15-22 21 14 8-12 

25 18 6-9 30 26 

8- 11 26 23 16-20 
29 25 9-18 (a) 32 27 

4-8 23 14 11-15 

IS 14 1-6 18 11 

9- 18 27 23 7-16 

(a) 24-19 loses, forming 



Single Corner." 

874, between Messrs. F. Dunne 
White, Mr. Ward. 



26 22 


6-9 


2 7 


3-7 


23 18 


20-27 


31 26 


7-11 


7 16 


6-10 


17 13 


12-19 


22 17 


16-19 


18 15 


10-15 


13 6 


Drawn 


26 23 


19-23 




2-6 


6 2 




25 22 


23-32 





annexed position : — 



76 



THE DRAUGHTS-PLAYER'S GUIDE. 



WHITE. 



Continuation : 



6-10 
28 24 
20-27 
32 23 

10- 17 
25 21 

2-6 
21 14 

11- 16 
31 27 

6- 10 
27 24 
10-17 
24 20 

7- 11 



19 15 

16- 19 
15 8 
19-24 
18 14 
24-27 

(i)23 19 
27-31 
26 23 
31-27 
23 18 

17- 21 
14 10 
27-24 
18 15 





is 


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M 
















W 












m 














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m 






•■•1 







5-9 
10 6 

9-13 

6 1 
21-25 

1 6 
13-17 

6 10 
17-22 
10 14 
25-30 

8 4 
30-26 

4 8 



22-25 
8 11 

25- 30 
14 10 

26- 22 

10 14 
30-25 

11 8 
25-21 

8 11 
22-17 
14 9 
21-25 
B. WINS 



BLACK. 

Black to move and win. 



23 18 


31-26 


(i) 
19 15 


22-26 


18 15 


18-14 


27-31 


23 19 


17-21 


15 11 


23-18 


11 7 


26 23 


26-22 


14 10 


26-23 


8 4 


14-18 












B. WINS 














Game 


No. 20.— 


"Alma." 




11-15 


17 14 


10-17 


22 15 


9-14 


24 20 


23 19 


9-18 


21 14 


4-8 


32 27 


6-9 


8-11 


23 14 


6-9 


28 19 


14-18 


15 6 


22 17 


16-23 


26 22 


1-6 


27 24 


9-13 


3-8 


27 11 


9-18 


25 22 


18-23 


25 22 


26 23 


8-15 


24 19 


5-9 


(a) 22 17 


2-9 


11-16 


30 26 


15-24 


29 25 


7-10 





Forms following position : — 



Game 
continued 

(i)20 16 
23-26 
31 27 

26- 31 
27 23 
31-27 
23 18 

27- 23 

17 14 
23-26 
14 5 
26-17 

18 15 
17-14 




5 1 

13- 17 
1 6 

17- 22 
16 11 

14- 18 
11 4 

18- 11 

6 9 
22-26 

9 14 
26-31 
14 18 
Dbawn 



WHITE. 

White to move and draw. 



ILLUSTRATIVE GAMES. 



77 



9 15 9-14 

23-26 22 18 

15 10 14-23 

(a) 15-11, 7-16, 24-20, 



(i) 

31 22 23-26 
8-11 7 3 

10 7 26-30 

8-11, 19-15, 11-18, 20-: 



22 18 30-26 
13-22 8 15 

3 8 26-23 

B.WINS 

, 23-26, 22-15, &c. 

Drawn. 





Game No. 21.- 


-"Alma." 






11-15 


3-8 


7-11 


10-14 


1-6 




23 19 


25 22 


24 20 


17 10 


21 17 




8-11 


11-16 


15-24 


6-24 {a) 


24-27 




22 17 


27 23 


28 19 


22 18 


31 24 





{a) Mr. C. Hefter claims an advantage for Black by throwing up 
this piece and then moving 6-10 ; whilst Mr. W. Beattie is doubtful 
whether Black can draw. Our analysis proves the ending to be exceedingly 
critical for both sides, but, we think, a safe draw for either. 

(b) Following is the position : — 

BLACK. 



Game 
continued 
(c)29 25 
((?) 9-14 
18 9 
5-21 
25 22 
(e) 2-6 
(/)22 17 
21-25 
30 21 
10-15 
(0)17 14 
15-19 











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Hi 

m 

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HP 
W 

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24 15 

11- 27 
(ft) 32 23 

16-19 
23 16 

12- 19 
20 16 

8-12 
16 11 
19-24 
26 22 
24-27 
Drawn 



white. 
White to move, 
(c) We cannot see anything better. 

{d) Compulsory ; if any other move is played, White gets the 
advantage. 



78 



THE DRAUGHTS-PLAYER'S GUIDE. 



(e) If 10-14, White wins by 22-17, 11-15, 20-11, 15-18, 17-10, 18-27, 
32-23, 8-15, 26-22, 4-8, 22-17, 8-11, 24-20. 

(/) If 32-28— then 6-9, 22-17, 21-25, 30-21, 10-15, 24-19, 15-24, 28-19, 
11-15, &c, drawn ; but if 24-19— then 6-9, 22-17, 9-13, 26-22, 11-15, and 
Black has the better game. 

ig) 32-27, 6-9, 17-13, 9-14, 13-9, 14-18, 23-14, 16-19, 14-10, 19-28, 
27-23, &c. Drawn. 

(ft) 20-11, 8-15, 32-23, 15-19, &c. Drawn. 



Game No. 22. — " Cross." 





By Mr. 


Charles Horsfall, Halifax. 






11-15 


18 11 


4-8 


31 27 


14-21 


8 


4 


23 18 


16-20 


25 22 


6-10 


18 14 


1- 


-6 


8-11 


24 19 


8-11 


19 15 


9-18 


4 


8 


27 23 


7-16 


29 25 


10-19 


22 8 


7- 


-10 


11-16 


22 18 


10-14 


21 17 


3-7 


(1)8 


11 



And we have the following beautiful draw 

WHITE. 



Game 
continued 
20-24 
27 20 
10-15 
11 18 
6-10 
20 11 
10-15 
23 16 
15-31 
11 8 
12-19 
25 22 
19-23 
22 17 
31-26 





m 






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ill 






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IB 












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H 


B 




HI 


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■ 


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17 13 

26-22 
8 3 

22- 18 
3 8 

18-15 
28 24 

5-9 
13 6 

2-9 
24 20 

9-14 
20 16 

23- 26 
Drawn 



BLACK. 

Black to move and draw. 



ILLUSTRATIVE GAMES. 79 



(I) 



25 22 


28 19 


8 15 


22 26 


9 5 


1 5 


10-15 


16-30 


30-26 


20-24 


12-16 


9-6 


(2) 23 18 


22 18 


15 10 


21 17 


26 23 


5 1 


6-9 


9-14 


26-31 


24-28 


10-14 


6-9 


18 11 


18 9 


10 17 


17 14 


5 1 


Drawn 


91 OK 


K 14. 


31 94. 


iq ik 

JLtJ— X O 


14 Q 




30 21 


11 7 


17 22 


14 9 


23 18 




19-24 


2-11 


24-19 


15-10 


15-19 








(2) 








8 11 


9-14 


22 18 


6-9 


23 18 




5-9 


18 9 


2-6 


15 10 


9-13 




11 18 


6-13 


(a) 18 15 


13-17 


Drawn 




(a) 18-14, 


13-17, 23-18, 21-25, &c, drawn. 







Game No. 23. — " Glasgow." 



11-15 


24 20 


3-7 


25 22 


9-14 


23 19 


16-23 


28 24 


4-8 


26 23 


8-11 


27 11 


7-16 


29 25 


10-15 


22 17 


7-16 


24 20 


19-24 


23 19 


11-16 


20 11 


16-19 


17 13 


6-10 



20 16 



Forms the following position : — 



Game 
continued 
(1) 2-7 
13 9 
8-11 
9 6 
11-20 
6 2 
5-9 
2 18 
14-23 
22 17 
(2)9-13 
17 14 
10-17 
21 14 



24-27 

31 24 
20-27 
25 21 
27-31 
14 10 
23-27 

32 23 
31-27 
23 18 
27-23 
18 15 
23-16 

Drawn 



BLACK. 

Black to move and draw. 



So 



THE DRAUGHTS-PLAYER'S GUIDE. 



(I) 

8-11 11-16 12-16 24-27 5-14 5-14 

16 7 9 6 2 7 31 24 22 18 25 22 

2-11 16-23 16-20 20-27 1-5 W.wins 

13 9 6 2 7 11 11 9 18 9 

(2) 

24-27 17 14 27-31 22 18 22-18 

31 24 10-17 25 22 26-22 15 11 

20-27 21 5 31-26 18 15 W. wins 



Game No. 24.- 

Played at Providence, i< 
Championship. 



"Ayrshire Lassie." 

ik, in a match for the American 





Black, C. H. Freeman. 


White, A. J. 


Heffner. 




11-15 


22 18 


15-19 


29 22 


8-11 


26 22 


24 20 


15-22 


24 15 


5-14 


24 19 


3-7 


8-11 


25 18 


9-14 


22 18 


7-10 


32 28 


28 24 


10-15 


18 9 


6-9 


30 26 


11-16 


4-8 


26 22 


11-25 


27 24 


1-5 


20 11 



Then 7-16, forming following position: — 




19-23 
16 11 
22-25 

10 7 
14-18 

7 3 
25-29 

3 8 
18-22 

11 7 
2-11 

8 15 
Drawn 



WHITE. 

White to move and draw. 

(a) 28-24 would lose by 16-20, 18-15, 20-27, 15-6, 9-13, 31-21, 2-9, 
<&c. B. wins. 



ILLUSTRATIVE GAMES. 



81 



Game No. 25.—" Dyke." 



Played at Manchester, 1890, in the Match Lancashire v. 
Yorkshire. 

Black, W. Beattie. White, W. Gardner. 



11-15 


27 24 


6-15 


24 20 


12-19 


22 18 


22 17 


8-12 


21 17 


3-7 


14 9 


24-27 


15-19 


24 15 


5-9 


20 11 


6-10 


18 14 


24 15 


10-19 


25 21 


7-16 


26 23 


10-17 


10-19 


29 25 


9-13 


32 27 


19-26 


21 14 


23 16 


4-8 


17 14 


(d) 16-20 


30 23 


27-31 


12-19 


(b) 31 27 


(c) 8-11 


27 23 


20-24 


23 18 


25 22 


9-14 


27 24 


1-6 


28 19 


31-26 


(a) 7-10 


17 10 


11-16 


23 16 


15-24 


9 6 



Drawn 

Notes by Mr. Beattie. 



(a) Preference is almost invariably shown for the standard 8-11 ; but 
although the move in the text rather destroys the symmetry of Black's 
position, there appears to be no reasonable ground for avoiding it in 
practice. If Mr. Gardner's defence may be taken as a criterion, it 
should seem that, on the contrary, there is everything to hope from 
its adoption. 

(b) Exceptionable. An uncomfortable grip is secured on his single 
corner presently. 

(c) I fear I must have exhausted the patience of the spectators at 
this point. Of the two moves — 8-11 and 3-7 — which is the better? 
Position as on diagram below. 

(d) There are prospects of a more advantageous end-game from 2-7. 
White's draw is now very clear. 



WHITE. 



HI 


m 


... 






m 


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m 




m 




m 


■ 






H 










m 










m 










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■ 


m 




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IP 


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BP 








@ 


BP 









IP 










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IIP 



BLACK. 

Black to move. 



82 



THE DRAUGHTS-PLAYER'S GUIDE. 



Game No. 26.— "Cross/' 

By Mr. J. A. Boreham, New Zealand. 



11-15 

23 18 
8-11 
27 23 



4-8 
23 19 
10-14 
19 10 



14-23 
26 19 
7-14 
24 20 



6-10 
22 17 
(a) 14-18 
32 27 



9-14 
30 26 

5-9 
26 22 



(a) 9-13 draws. 



18-23 
27 18 
14-23 
(6) 22 18 



(b) This is now Problem No. 419 in Gould's Problems, by the 
late J. Robertson, given with the terms "Black to move and. draw." 
Mr. Boreham's play shows the position to be a White win, as follows : — 



Game 
continued :- 

1- 5 
17 14 
10-17 
21 14 

2- 7 
19 15 

9-13 

(c) 25 21 

(d) 23-27 
31 24 
12-16 
29 25 

(e) 16-19 




15 10 
19-23 

10 6 
23-26 

6 2 
8-12 
24 19 
11-16 
2 11 
16-23 

11 15 
26-30 
14 9 

W. WINS 



BLACK. 

Black to move. 

(c) Mr. Robertson continues 15-10, 23-27, 31-24, 5-9, &c. Drawn. 

(d) If 13-17, 14-9, &c. wins; and if 23-26— then 31-22, 12-16, 14- 
5-23, 29-25, &e. W. wins. 

(e) If 15-10 or 13-19, White wins by 14-9. 




MATCH GAMES. 
W Y L LIE v. BRYDEN. 




LAYED in a Subscription Match at Glasgow. Commenced 
August 28th, and concluded September 10th, 1886. 



First Game.— " Denny." 

Black, Mr. Beyden. White, Mr. Wtllie. 



10-14 


25 22 


14-23 


30 26 


13-17 


14 9 


22 18 


8-11 


27 18 


7-11 


23 18 


27-31 


11-15 


22 18 


11-15 


22 18 


14-23 


9 5 


18 11 


9-13 


18 11 


11-16 


21 14 


31-26 


8-15 


18 9 


7-23 


26 23 


23-27 


28 24 


24 19 


5-14 


26 19 


10-14 


31 24 


26-23 


15-24 


29 25 


(d) 3-7 


18 9 


16-23 


24 19 


28 19 


(c) 6-10 


25 22 


5-14 


24 20 


Drawn 


4-8 


23 18 


1-5 


32 28 


23-27 




a) This 


gives the 


name to the 


opening. 







{b) As played in the Strickland-Gardner match. 

(c) The game has now become identical with a variation from the 
"Defiance" opening, with the colours of the pieces reversed. 

(d) 2-7 is the usual move at this point. This game has been very 
evenly contested throughout. We cannot see that either player had the 
slightest advantage at any point. 



§4 



THE DRAUGHTS-PLAYER'S GUIDE. 



Second Game. — " Denny." 



Black, Mr. Wyllie. White, Mr. Beyden. 



10-14 


10-17 


(d) 2-7 


23-18 


24-20 


30-26 


22 18 


19 15 


5 1 


3 7 


10 7 


10 7 


12-16 


4-8 


8-11 


18-23 


12-16 


26-23 


25 22 


[a] 31 26 


1 6 


7 3 


7 3 


7 10 


8-12 


1-6 


11-20 


23-27 


16-19 


23-18 


30 25 


28 24 


6 15 


3 7 


3 7 


2 6 


16-20 


17-21 


27-23 


19-23 


19-23 


19-23 


22 17 


(6) 32 28 


17 14 


11 15 


11 15 


6 2 


7-10 


7-10 


23-16 


23-26 


23-27 


20-24 


26 22 


24 19 


15 11 


7 11 


7 10 


10 15 


3-7 


20-24 


16-19 


27-23 


22-26 


23-19 


24 19 


27 20 


11 2 


15 10 


15 19 


15 10 


9-13 


10-14 


20-24 


26-22 


27-31 


22-17 


18 9 


18 9 


2 7 


28 24 


10 7 


2 7 


5-14 


11-27 


24-27 


23-27 


31-27 


17-13 


22 18 


■ (c) 9 5 


7 11 


24 19 


6 2 


7 2 


13-22 


6-10 


27-31 


27-24 


27-23 


(e) 18-14 


18 9 


20 16 


14 10 


19 15 


19 15 


10 17 


6-13 


27-31 


31-27 


21-25 


26-22 


13-22 


25 18 


26 22 


10 7 


10 6 


15 11 


2 7 


13-17 


31-27 


27-23 


25-30 


23-19 Eventually 


21 14 


22 17 


7 3 


6 10 


7 10 


Drawn 



(a) Bryden should have lost after making this move. His previous 
move (19-15) has been pointed out as weak, but we think that this move 
(31-26) is the actual loser, and that 15-10 instead would have forced a 
draw. We append the position upon a diagram, with our play in proof. 

(b) 24-19 looks stronger at this point, but it will not draw, as proved 
by the following play :— 

24 19 32 28 28 24 26 22 15 10 19 10 

*11-16 *6-9 *2-6 *7-ll 6-15 9-13 

B. wins 

(c) Bryden's game certainly looks hopeless at this point. 

(d) Here Wyllie lets slip his last chance of forcing the win. 8-11 
instead would have decided the game in his favour, thus : — 8-11, 16-7, 
2-11, 5-1, 27-24, &c. B. wins. 

(e) Wyllie tried hard to make up for his slip, and prolonged the game 
for over sixty moves after this, his object being to secure another 
exchange of kings, if possible, and then win by the "First Position;" 
but Bryden was equal to the emergency, as the old veteran had ulti- 
mately to admit. 



* In these games the asterisks denote the best moves. 



MATCH GAMES. 



85 




Third Game.—" Dundee." 

Black, Mr. Bryden. White, Mr. Wyllie. 



(a) 12-16 


5-14 


10-17 


7-11 


15-19 


16-19; 


24 20 


24 19 


25 21 


14 10 


18 15 


27 18 


8-12 


16-23 


15-19 


11-16 


4-8 


13-17 


28 24 


27 9 


21 14 


20 11 


31 27 


30 26 


(b) 3-8 


6-13 


19-24 


8-15 


1-5 


19-24 


(c) 23 18 


(e) 21 17 


29 25 


26 23 


22 18 


10 7 


(d) 9-14 


(f) H-15 


24-28 


12-16 


19-23 


2-11 


18 9 


17 14 


25 21 


23 18 


18 14 


14 10 



W. WINS 

(a) The distinguishing move of the opening. 



(6) A weak move ; 9-14 is preferable. 

(c) The best reply; evidently cramping Black's game. 

(d) This move is not, in our opinion, the loser. In fact, we are 
doubtful if black has anything better on the board. For instance, if 
16-19, 24-15, 10-19— then 18-15, 11-18, 22-15, gives White the better 
game ; and if 10-15— then 22-17, 15-22, 25-18, and again White has the 
stronger position. 

(e) Our Scottish contemporaries stated that Black's game was hope- 
less after this move, but we don't think so. 

(f) This appears to us to be the losing move. 1-6 is much stronger. 
It prevents the throwing-up of the man by 17-14, and would probably 
have drawn. Appended is the position, with our play for a draw : — 



86 



THE DRAUGHTS-PLAYER'S GUIDE. 



Solution 

1-6 
22 18 
13-22 
26 17 
11-15 
18 11 

8-15 
25 21 

4-8 
17 14 
10-17 




21 14 
8-11 
29 25 
15-18 
25 21 
18-22 
21 17 
11-15 
17 13 
7-10 
14 7 
2-11 

Drawn 



BLACK. 

Black to move. 



12-16 
24 20 

8- 12 
28 24 

9- 14 
24 19 

(a) 11-15 
20 11 
15-24 
27 20 
7-16 



Fourth Game. — " Dundee." 

Black, Mr. Wyllie. White, Mr. Bryden. 



20 11 

3-7 

22 18 
7-16 

18 9* 
5-14 
25 22 
16-19 

23 16 
12-19 
22 17 



4-8 
29 25 

8-11 
25 22 
11-15 
31 27 
[i) 14-18 
27 23 
18-25 
23 16 
25-29 



16 11 
29-25 

17 13 
15-18 
11 8 

(6) 18-22 
26 17 
25-22 
8 3 
6-9 
13 6 



22-13 
3 8 
2-9 
8 11 
9-14 
32 27 
14-18 
11 16 
18-22 
16 19 
22-25 



27 24 
25-29 
24 20 
29-25 
21 17 
13-22 
30 21 
22-18 
Drawn 



(a) Undoubtedly as stron 
weak opening. 

(b) A neat way of escaping from a somewhat confined 
Probably anything else would have lost. 

(i) 



a way as any of playing an admittedly 

position. 



2-7 
(2) 26 23 
19-26 
30 23 

17 13 
7-11 



14-18 
23 14 

1-5 
14 9 

26 23 
19-26 



6-13 
27 23 
5-9 
32 27 



(2) 



30 23 
1-5 



7-11 


16-20 


10-15 


27 24 


18 11 


Drawn 


11-16 


20-27 




23 18 


11 7 




22 17 


27 24 


32 27 


11-16 


16-20 


15-18 






Drawn 



MATCH GAMES. 



87 



Fifth Game.— " Dyke." 

Black, Mr. Bryden. White, Mr. Wyllie. 



11-15 


16-20 


9-14 


5-9 


26-31 


18-14 


22 17 


23 16 


15 11 


28 24 


14 10 


12 8 


15-19 


12-19 


6-10 


23-27 


30-26 


15-18 


24 15 


32 27 


11 8 


24 20 


10 7 


8 11 


10-19 


9-13 


(b\ 10-15 


27-31 


26-23 


18-23 


23 16 


25 22 


8 3 


(r)15 19 


7 3 


7 3 


19_1Q 

'lU/l JL£J — A.& 


6-9 


14-18 


31-27 


23-19 


23-26 


25 22 


27 24 


3 8 


19 23 


3 8 


3 8 


8-11 


20-27 


18-23 


9-14 


11-15 


14-18 


30 25 


31 15 


8 11 


23 32 


8 12 


8 12 


4-8 


1-6 


23-30 


14-23 


31-26 


19-24 


22 18 


29 '25 


11 18 


(d) 25 22 


20 16 


12 16 


11-16 


7-10 


2-7 


7-11 


26-23 


Drawn 


17 14 


14 7 


18 15 


22 18 


16 11 




8-12 


3-19 


19-23 


23-26 


23-18 




27 23 


18 15 


22 18 


18 14 


11 7 





(a) Completes the formation of the "Dyke" opening. 

(&) Up to this the game is played according to Anderson. We have 
■often wondered why the line of play inaugurated by this move is not given 
by Anderson, or any of the authors, as it brings out a neat ending all in 
favour of Black. Some ten or twelve years ago, W. Wickham, of London, 
played it against us with success in a game by correspondence. We 
adopted it from him, and it has been a favourite line of play with us ever 
since. Beattie introduced it in one of the games played in his match 
with Smith, with a drawn result. 

(c) The best move. Wyllie is evidently quite at home in the ending. 
18-14 makes the game extremely critical for White, and we append the 
position upon a diagram, with play in illustration. 

(d) This man has at last a free course, and the game, which has been 
exceedingly well contested, is now a straight draw. 

The following is the position, after playing 18-14, 9-18, 15-22, at 
note (c): — 



BLACK. 



Solution : — 
31-27 
(i)*22 18 
7-11 
*25 22 
30-26 
22 17 
13-22 
18 25 

26- 23 
*25 22 

27- 31 
22 17 
23-18 















im 










m 






m 




























m 

■ 








■ 
. „ 


HI 













m 


■ 





17 13 

18-14 

13 17 
14-9 
17 13 

9-5 
21 17 
31-26 
17 14 
26-22 

14 10 
22-18 

no 7 

Deawn 



WHITE. 

Black to move. 



88 





THE DRAUGHTS- 


PLAYER'S GUIDE. 




20 16 


7-11 


26 31 


16-19 


3 8 


15-11 


27-23 


22 26 


11-16 


8 3 


18-15 


25 22 


16 12 


23-18 


12 8 


19-24 


8 12 


11-15 

B. WINS 




Sixth 


Game.— "Dyke." 








Black, Mr. Wtllie. 


White, Mr. Bryden. 




11-15 


8-11 


8-12 


12-19 


9-13 


12-16 


22 17 


30 25 


29 25 


27 24 


25 22 


15 10 


15-19 


4-8 


11-16 


20-27 


1-6 


6-15 


24 15 


22 18 


27 23 


32 16 


18 15 


18 11 


10-19 


9-13 


6-9 


7-10 


3-8 


16-19 


23 16 


18 14 


31 27 


14 7 


26 23 


17 14 


12-19 


13-22 


16-20 


2-20 


8-12 


19-23 


25 22 


25 18 


23 16 


(a) 21 17 


23 18 


22 18 










Drawn 



(a) The game is all " book " up to this point, and presents no special 



points of interest. Anderson continues as follows : — 25-22, 3-7, 18-15, 
7-10,15-6,1-10, 26-23,10-14, 23-19, 20-24, 19-16, 24-27, 22-17, &c. Drawn. 



Seventh Game.— "Kelso." 



Black, Mr. Bryden. White, Mr. Wyllie. 



(a) 10-15 


11-16 


1-5 


(d) 7-10 


17-22 


16-19 


21 17 


29 25 


18 9 


22 18 


10 7 


7 3 


11-16 


4-8 


5-14 


(e) 6-9 


22-26 


9-14 


(6) 22 18 


25 21 


30 25 


13 6 


15 10 


10 6 


15-22 


9-14 


(c) 3-7 


2-9 


26-30 


14-18 


25 18 


18 9 


25 22 


18 15 


28 24 


6 2 


16-20 


5-14 


14-17 


10-14 


30-26 


19-23 


17 13 


26 22 


21 14 


15 10 


32 28 


2 7 


8-11 


7-10 


10-26 


14-17 


26-19 


23-32 


24 19 


22 18 


31 22 


19 15 


24 15 


Drawn 



(a) This move gives the title to the opening. 

(&) Unusual, if not quite new. 17-13 and 16-20 are generally played 
before this "cut" is taken. 

(c) Stronger than 8-11, which brings out a position somewhat similar 
to the ending of the 13th game, the " Double Corner," thus : — 

8-11 11-15 15-24 3-8 10-26 26-31 

25 22 22 17 28 19 19 15 17 1 13 9 

and White has much the better game. 

(d) The position now assumes the appearance of a "Bristol" ending, 
bearing a rather familiar look. 

(e) Evidently forced. From this point the game is an easy draw for 
both players. 



MATCH GAMES. 



8 9 



Eighth Game.—" Kelso." 





Black, Mr. Wyllie. 


White, Mr. Beyden. 




(a) 10-15 


16-20 


n ifi 


n 1 ^ 




32-27 


21 17 


29 25 


27 24 


27 24 


7 2 


30 26 


6-10 


7-10 


20-27 


8-11 


4-8 


27-31 


17 14 


24 19 


32 7 


26 23 


2 6 


26 22 


9-18 


15-24 


2-11 


11-16 


8-11 


19-24 


23 14 


28 19 


(d)25 22 


23 18 


24 20 


22 17 


10-17 


8-11 


5-9 


16-23 


27-32 


31-26 


22 13 


22 18 


13 6 


18 11 


6 10 


17 13 


11-16 


3-8 


1-10 


10-15 


15-19 


26-23 


(6) 25 22 


(c)18 15 


31 27 


- 11 7 


22 18 


18 14 








Drawn 



(a) Ai the conclusion of this game, Mr. Wyllie remarked that he 
could have won with the Whites ; but Bryden would not admit that there 
was a forced win at any point. We have carefully examined the game, 
and have failed to discover a win, though it certainly appears to be in 
favour of White all through. 

(b) In Janvier's Anderson, Wyllie goes 26-22 here, with a drawn result. 

(c) No forced win after this " cut ; " and we don't see anything better. 

(d) 26-23 makes the ending, perhaps, more critical for Black, but 
still it is only a draw, i.e. — 

26 23 (a) 1-6 18 14 16-20 .18 2 

(1) 11-16 23 18 12-16 14 9 8-12 

25 22 16-23 22 18 5-14 2 7 



4-8 
7 10 
8-11 
Dbawn 



(a) 5-9 would lose, as in Var. (1) — 
(1) 

19 16 15-19 26 23 15-19 

12-19 11 7 24-28 23 16 

23 16 19-24 2 7 12-19 

8-12 7 2 28-32 11 16 

16 11 10-15 7 11 19-24 



5-9 
13 6 

1-10 
30 26 
11-15 



16 19 

W. WINS 



Ninth Game, 

Black, Mr. Beyden. 

11-15 13-22 15-18 

(a) 21 17 26 17 (c) 31 26 

9-13 4-8 18-27 

25 21 29 25 32 23 

8-11 2-6 (d) 6-9 

17 14 (6) 24 19 23 18 

10-17 15-24 (e) 8-11 

21 14 28 19 24 20 
6-10 11-15 9-13 

22 17 27 24 25 22 
(a) This move forms the " Switc 



-" Switcher." 



White, Mr. Wyllie. 



(/) 5-9 


(h) 13-17 


10-15 


14 5 


10 6 


18 11 


10-15 


1-10 


23-26 


19 10 


26 22 


6 10 


7-21 


17-26 


21-25 


(g) 18 14 


30 16 


11 7 


11-15 


12-19 


25-30 


14 10 


5 1 


7 2 


15-19 


19-23 


Drawn 


22 18 


1 6 





" opening. 



9 o 



THE DRAUGHTS-PLAYER'S GUIDE. 



(6) In the Wyllie-Martin's Match of 1872, Wyllie played 31-26 here, 
and lost ; as in the annexed variation : — 



31 26 


12-19 


32 27 


15-24 


20 11 


25-29 


* 12-16 


17 13 


6-10 


28 19 


10-14 


26 22 


24 20 


10-17 


27 23 


11-15 


11 8 


17-26 


8-12 


27 23 


1-6 


19 16 


14-18 


30 23 


25 22 


5-9 


16 12 


14-17 


8 4 


29-25 


16-19 


23 16 


17-21 


16 11 


18-25 


8 11 


23 16 


9-14 


t23 19 


7-16 


4 8 


25-22 

B. WINS 



* Janvier's Anderson gives 6-9 here, with a drawn result, 
f 23-18, &c, makes a neat draw here. 

(c) The " Key" move to a very interesting and instructive position. 

{d) If 8-11— then 25-22, 6-9, 23-18, 11-16, 17-13, &c, draws ; but if 
White replies to 8-11 with 24-20, B. wins by 5-9, 14-5, 10-14, &c. 

(e) If 7-11, 14-7, 3-10— then 17-13 develops a good game for White. 

(/) Best ; for if 1-6— then 26-23, 6-9, 30-25, 3-8, 25-21, and White 
has the better game. 

(g) 26-23, 3-7, 23-19, 7-10, 19-16, 12-19, 18-14, &c. Drawn. 

(h) 19-24 here prevents the throwing up of the man by 10-6, &c, but 
gives Black no advantage. 

Tenth Game.— " Switcher." 

Black, Mr. Wyllie. White, Mr. Bbyden. 

11-15 11-15 8-11 10-19 5-9 11-15 

21 17 (6) 17 14 (d) 22 18 26 23 (h) 32 27 18 11 

9-13 15-24 13-17 19-26 10-15 9-18 

25 21 27 20 25 21 31 13 26 22 11 7 
8-11 10-17 6-10 (0)7-10 15-19 19-24 

{a) 24 19 21 14 23 19 14 7 22- 17 7 3 

15-24 (c)4-8 (e) 2-6 3-10 1-5 24-31 

28 19 29 25 (/) 19 15 30 26 17 14 B.wins 

(a) Not considered so strong as 17-14. 

(&) Undoubtedly the strongest move at this point. Played by the 
late B. D. Yates with a drawn result. 

(c) 6-10 gives Black a strong game. 

(d) 23-19 might possibly draw here. 

(e) Forms a most critical and interesting position, full of play ; 
Black has the better game, but not sufficient power to force a win. 

(/) This and 26-22 are both sound moves ; Bryden missed the draw 
at a later stage, as pointed out below. 

The following play shows the draw by 26-22 : — 

26 22 (i) 6-10 19 10 17-22 9 6 31-27 
17-26 14 9 7-14 27 24 1-10 ' 6 2 
30 23 5-14 23 19 22-26 19 16 27-23 
10-17 18 9 14-17 32 28 12-19 *28 24 
21 14 10-15 31 27 26-31 24 6 Deawn 



MATCH GAMES. 



9 1 



(1) 

7-10 3-10 10-17 6-9 9-14 5-14 17-22 

14 7 *18 14 23 18 *31 27 18 9 27 24 32 28 

Dkawn 

(g) Here 6-9 brings out an end game replete with critical play, and 
well worth careful examination, i.e. — 



6-9 
13 6 
1-17 

10-14 
18 9 



21 14 
7-10 
14 7 

5-14 
27 23 



3-10 
32 27 
(2) 5-9 



14-17 

'30 25 



(2) 



30 26 
10-15 
26 22 

17-21 
25 22 



12-16 
'27 23 
15-19 

21-25 
23 18 



22 17 
19-26 
17 13 

Drawn 
Dkawn 



(h) The loser ; we append a diagram of the position, with play show- 
ng the draw : — 

BLACK. 



Solution. 

*32 28 
(i) 12-16 

*28 24 
10-15 
26 22 
16-19 
21 17 
19-28 
17 14 
28-32 















... j 


m 








m 








m 
















m t 




m 




























B**®B 



14 5 
6-10 

13 9 
(j) 10-14 
9 6 

14- 23 
6 2 

15- 19 
*22 18 
Drawn 



white. 
White to move. 

(i) If 10-15, 26-22, 1-5, 28-24, &c, drawn ; and if 1-5, 28-24, &c, 
-drawn. 

(j) If 32-27, 9-6, 27-23, *20-16, &c, drawn. 



Eleventh Game. 



Black, Mr. Bryden. 



11-15 


9- 


-18 


1-6 


(a) 22 18 


23 


14 


30 25 


15-22 


10- 


-17 


6-10 


25 18 


21 


14 


25 22 


(6) 12-16 


6- 


-10 


10-17 


29 25 


25 


21 


22 13 


<c) 16-20 


10- 


-17 


8-11 


(d) 18 14 


21 


14 


24 19 



"Single Corner." 

White, Mr. Wyllie. 

4-8 3-12 2-9 

26 22 28 24 20 11 
8-12 7-10 10-15 

(e) 19 16 22 18 Drawn 

12-19 12-16 

27 24 24 20 
20-27 5-9 
31 8 13 6 



9 2 



THE DRAUGHTS-PLAYER'S GUIDE. 



(a) The distinctive move of the opening. 
(6) Generally considered the strongest here. 

(c) 9-13 here forms Drummond's "Flora Temple:" considered a very 
strong game for Black. 

(d) The safest reply, though 24-19 is often played. 

(e) Taking the straight cut for a draw. 



Twelfth Game. — "Single Corner." 

Black, Mr. Wyllie. White, Mr. Bryden. 



11-15 


23 14 


9-18 


15 6 


19-23 


3 7 


22 18 


6-9 


26 23 


2-27 


22 18 


27-31 


15-22 


26 23 


8-11 


32 23 


23-27 


7 10 


25 18 


9-18 


23 14 


4-8 


18 15 


18-23 


12-16 


23 14 


11-15 


23 18 


8-12 


10 15 


(a) 18 14 


1-6 


27 23 


16-19 


15 10 


Drawn 


10-17 


29 25 


(6) 15-19 


18 14 


5-9 




21 14 


6-9 


24 15 


3-7 


10 3 




9-18 


31 26 


7-10 


25 22 


9-18 





(a) Considered the best reply to 12-16, as it prevents the formation 
of the "Flora Temple" variation. 

(b) Again Wyllie cuts for a straight draw. 

These two games are, in our opinion, the least interesting in the match. 



Thirteenth Game — "Double Corner. 



Black, Mr. Bryden. White, Mr. Wyllie. 



{a) 9-14 
(6) 22 17 
11-16 
25 22 
16-20 
24 19 
8-11 
22 18 

4-8 
18 9 



5-14 
29 25 
(c) 11-16 

25 22 
8-11 

22 18 
1-5 

18 9 
5-14 

26 22 



11-15 

(d) 30 25 
15-24 

(e) 28 19 
(/) 7-11 
(g) 19 15 

11-18 
22 15 
10-26 
17 1 



26-30 

[h) 1 5 
16-19 

(i) 5 9 
3-7 
9 13 
7-11 

13 17 
19-24 
(j) 25 22 



11-16 
17 14 
30-25 
14 18 
16-19 

21 17 
19-23 
17 13 

2-6 

22 17 



23- 26 
31 22 

24- 31 
17 14 

25- 21 
14 9 
21-17 

9 2 
17-26 
Drawn 



(a) This move gives the designation to the opening. 

(b) A strong, but somewhat unusual, reply. 

(c) A natural move to make in " cross-board " play ; but an analysis 
of the position demonstrates the fact that it is a loser ; 11-15 leads to 
an even game, as follows : — 

11-15 8-11 5-14 18-23 7-11 2-6 

25 22 22 18 19 15 27 9 17 14 30 25 

15-24 1-5 11-18 6-22 10-17 6-10 

28 19 18 9 23 19 26 17 21 14 Drawn 

(d) 28-24 would allow a draw by 6-9, &c. 



MATCH GAMES. 



93 



(e) It is worthy of notice that this position may be formed from the 
Bristol " by the following opening moves: — 

11-16 4-8 9-14 11-16 

22 18 30 25 18 9 25 22 

8-11 16-20 5-14 8-11 

25 22 22 17 24 19 22 18 



1-5 
18 9 

5-14 
26 22 



11-15 
29 25 
15-24 
28 19 
Position 

(/) Best ; 6-9 loses at once by 17-13, 7-11, 13-6, 2-9, 22-18, &c. 

(g) Here Wyllie missed the correct reply ; 17-13 forces a White win, 
as demonstrated in the analysis below. After the move in the text, the 
draw seems to be sound all through ; though the slightest error on the 
part of Black would result in a loss. Bryden played the ending with con- 
summate skill, and the game is unquestionably one of the most interesting 
and instructive played in the match. 

(h) 27-23 gives White a good game, but Black still draws, i.e. — 

27 23 1 5 1 6 >21 14 9 6 15 19 

*16-19 *2-6 9-13 30-21 17-22 23-26 

23 16 5 1 6 10 14 9 10 15 Dbawn 

12-19 6-9 13-17 *21-17 19-23 

(i) If 32-28, then Black draws neatly by the following play :— *30-26, 
31-22, 12-16, 5-9, 3-8, 9-14, 8-12, &c. 

(j) 17-22 offers chances for a White win, but Black draws, by correct 
play, as follows : — 

17 22 *26-30 17 13 *2-6 9 6 14-18 

* 30-26 25 21 26-17 14 9 10-14 2 6 

21 17 *30-26 21 14 6-10 6 2 18-22 

Deawn 

We append a diagram of the position after the 13th move of the 
game — 11-16 at note (c), with our analysis showing a White win : — 



Solution. 

25 22 
8-11 

22 18 
1-5 
18 9 
(i) 5-11 

26 22 
11-15 
30 25 
15-24 
28 19 

7-11 
*17 13 
11-15 

22 17 

15- 24 

23 19 

16- 23 

27 9 





m 


A 


m 
















m 


jfjje 


■ 








m 


■ 




m 






- 












'm 










m 


i ® 








m 






■ 








m 


I® 


® 













WHITE. 

White to move and win. 



10-15 
25 22 
(a) 24-28 
9 5 

6- 10 

5 1 
15-19 
22 18 
19-23 

1 6 

2- 9 
13 6 

3- 7 

6 2 

7- 11 

2 7 
10-15 

7 16 

W. WINS. 



94 



THE DRAUGHTS-PLAYER'S GUIDE. 



(a) If 15-19— then 32-28, &e., W. wins (31-26 allows a draw) ; and if 



12-16— then 9-5, 16-19, 5- 
allows a draw by 2-7, &e. 



6-22 
26 17 
(2) 11-15 
30 25 
15-24 



10-14 
17 10 



(4) 7-H 
17 14 
10-17 



2-6 
25 22 



6-9 
22 17 



28 19 
(3) 10-14 
17 10 
7-14 
25 22 



7-14 
31 26 



21 14 

2-6 
25 22 



6-9 
17 13 



9-18 
23 14 



6-10, *l-6,&c.,W. wins (31-26, instead of 1-6, 
(1) 

3-7 
27 24 
20-27 
31 24 
16-20 



» 3-7 
28 24 



(2) 



(5) 6-10 
14 7 
3-10 



(3) 



(4) 



9-14 
13 9 



16-23 
27 18 



(5) 



22 17 


31-26 


15 11 


20-27 


18 15 


16-7 


17 3 


26-23 


3 10 


27-31 


21 17 


W. WINS 


23 18 


23-16 




7-10 


11-15 


15-18- 


26 22 


22 17 


30 25 






"W WINS 


22 17 


10-17 


23 5 


5-9 


19 15 


17-22 


17 14 


11-18 


32 28 






W. WINS 


14-17 


5-14 


W. WINS 


22 13 


13 9 




20-24 


W. WINS 





14 10 



Fourteenth Game- 

Black, Mr. Wtllie. 

9-14 3—7 22—25 

(a) 22 18 (g) 29 25 (m) 32 27 

5- 9 (7i) 13-17 25-30 
(6) 24 19 21 14 23 19 

(c) 11-15 10-17 15-24 
18 11 (i) 25 21 27 20 

8-24 17-22 29-25 

28 19 (j) 19 15 31 27 

4-8 16-19 25-22 

(d) 26 22 15 8 17 13 
(c) 8-11 19-26 22-17 

22 18 8 3 20 16 

11-16 7-10 12-19 

25 22 21 17 10 7 

7-11 36-30 2-11 

22 17 18 14 8 24 

(/) 9-13 10-15 17-14 

18 9 (ft) 3 8 24 28 

13-22 30-25 30-26 

30 25 14 10 28 32 

6- 13 25-29 14-10 
25 18 (I) 27 23 32 28 



"Double Corner." 



White, Mr. Bryden. 



1-5 


9-14 


15-18 


28 24 


32 28 


28 32 


10-15 


14-18 


18-23 


24 28 


28 32 


32 28 


15-19 


18-23 


23-27 


27 24 


32 28 


28 32 


19-16 


23-27 


19-23 


(n) 24 20 


28 32 


20 16 


16-19 


27-31 


23-19 


28 32 


32 28 


32 23 


26-22 


31-27 


19-2& 


32 28 


28 32 


16 11 


22-18 


27-23 


26-23 


28 32 


32 28 


11 8 


18-15 


23-18 


23-19 


32 28 


28 32 


8 3 


15-10 


18-14 


19-15 


28 32 


32 28 


3 8 


10-6 


6-10 


Drawn 


32 28 


28 32 




5-9 


10-15 




28 32 


32 28 





MATCH GAMES. 



95 



(a) The usual reply. 

(b) The strongest move at this point. 

(c) Considered best here ; 11-16 leads to a cramped game. 

(d) In Janvier's Anderson Wyllie plays 25-22, which is the move « 
usually adopted at this point. 

(e) 9-13, 22-17, 13-22, 25-9, 6-13, 10-15, &c, forms a position some- 
what similar to a well-known " Defiance" ending, with the colours of the 
pieces reversed, resulting in a draw. 

(/) 10-15 seems good enough to draw, and brings out some interesting 



play, as follows : 












10-15 


9-13 


3-10 


13-17 


17-22 


23-27 


19 10 


23 18 


18 14 


30 25 


32 28 


24 19 


6-22 


2-6 


10-17 


16-19 


19-23 


11-16 


17 10 


10 7 


21 14 


25 18 


27 24 


Drawn 


(g) White has other two good lines of play at this point, 


as shown 


by the following 


play :— 










(i)18 14 


13-17 


23 18 


11-16 


23 16 


7-11 


10-17 


27 24 


20-27 


19 15 


12-19 


10 7 


21 14 


16-20 


32 23 


16-19 


15 10 


11-16 












Drawn 






(i) 








31 26 


12-19 


21 14 


7-10 


14 10 


11-16 


16-20 


23 16 


10-17 


18 14 


15-19 


23 18 


19 16 


13-17 


16 12 


10-15 


27 23 


19-23 












Drawn 


(h) 1-5 is a good move here, and offers chances for Black to win, though 


White has a safe draw a 


3 follows : — 








1-5 


10-17 


13-17 


17-26 


2-6 


6-9 


(2) 18 14 


21 14 


25 22 


31 22 


22 17 


18 15 










Drawn 






(2) 








(3)25 22 


27 24 


32 28 


31 24 


24 20 




2-6 


16-20 


20-27 


11-16 


7-11 


B. wins 






(3) 








31 26 


18 9 


(4)25 22 


22 13 






10-14 


5-14 


13-17 


14-18 Drawn. 








(4) 








26-22, 


7-10, 22-18, 16-20, 18-5 


1, 11-15, &c. 


B. WINS. 




(i) 25-22 is preferable here, and draws easily, i.e. 






25 22 


7-10 


17 13 


16-20 


18 15 


10-14 


17-26 


22 17 


3-7 


28 24 


7-11 


Drawn 


31 22 


1-6 


32 28 


11-16 


15 8 





(j) This move makes the game extremely critical for White, and the 
series of moves resulting therefrom afford a fine illustration of the 
strategetical knowledge of both players. 



9 6 



THE DRAUGHTS-PLAYER'S GUIDE. 



(k) 31-26 leads up to a position rather similar to Tregaskis's famous 
draw, Problem 179 in Gould's book; but the "move" is different, and the 
piece is on 1 instead of 5, and these two circumstances combine in favour 
of Black, thus: — 

31 26 32 28 28 10 3 8 17 13 8 11 

22-31 31-24 30-25 25-22 22-18 B. wins 

(Z) 8-11, 29-25, 11-18, 25-30, &c. B. wins. 

(m) 8-11, 2-6, &c. B. wins. 

(n) The position is now a well-known draw. 



Fifteenth Game.— " Paisley." 

Black, Mr. Bryden ; White, Mr. Wyllie. 



11-16 


5-14 


17-22 


11-16 


(i)7-n 


19-16 


(a) 24 19 


29 25 


19 15 


9 5 


9 13 


10 7 


8-11 


7-10 


11-18 


(h) 16-19 


18-15 


23-27 


22 18 


25 22 


23 14 


(z)27 24 


32 28 


6 10 


(b) 10-14 


3-7 


22-25 


20-27 


16-19 


16-12 


26 22 


(e)22 18 


14 9 


31 15 


13 9 


10 14 


16-20 


1-5 


25-29 


22-18 


14-18 


27-32 


(c)22 17 


18 9 


9 5 


15 10 


21 17 


28 24 


4-8 


5-14 


29-25 


7-14 


18-22 


32-28 


17 10 


(/)30 25 


5 1 


5 9 


17 14 


24 19 


(d) 6-22 


14-17 


25-22 


12-16 


19-23 


28-24 


25 18 


21 14 


1 5 


28 24 


9 6 


19 15 


9-14 


10-17 


8-11 


2-7 


15 19 


Drawn 


18 9 


(g) 25 21 


5 9 


24 20 


14 10 





(a) It was at one time the practice to designate any game commencing 
with 11-16 the " Bristol," the title having been bestowed upon the opening 
by Anderson in compliment to the players of Bristol, who were then very 
partial to that way of commencing the game. In Janviefs Anderson 
this variation is named the "Paisley," as it entirely prevents the forma- 
tion of Anderson's original "Bristol," which commences 11-16, 24-20, 
16-19. The opening is important enough to merit a separate title, and 
the one bestowed upon it by Mr. Janvier is now generally recognised. 

(b) If 4-8 is played here, White obtains a good game by "cutting" 
18-14 ; .but if 16-20 is played, we prefer 26-22 in reply. 

(c) Best here. If 30-26 is played, followed by 11-16, White must 
play 28-24 before moving 22-17, or Black secures a winning position. 
Mr. Strickland credits Mr. Willie Gardner with this win ; but we believe 
we are correct in stating that it was first published some few years ago, 
having been contributed by Mr. James Tonar, of Newcastle-on-Tyne, as 
a correction of a game between Messrs. Moir and Smith during the 
former's tour in England at that time. It is but fair to add that 
Mr. Gardner disclaims any title to the correction. 

(d) Here 6-24, &c, followed by either 11-16 or 9-14, leaves White 
with the better position. 



MATCH GAMES. 



97 



(e) We prefer 22-17 here; it leaves Black with all the work to do, the 
draw running somewhat as follows : — 

22 17 7-11 26 23 10-15 10 7 18-23 

11-15 19 16 8-12 18 14 19-24 Drawn 

30 26 12-19 23 18 11-16 7 2 
15-24 23 7 14-23 14 10 15-18 
28 19 2 11 27 18 16-19 2 7 

(/) 31-26 at this point leads to a neat draw, thus : — 31-26, 11-15, 
28-24, 8-11, 26-22, 11-16, 22-17, 7-11, 17-13, 2-6, 30-25, 15-18, 21-17, &c. 

(g) 25-22 will also draw, as follows : — 

25 22 22 18 28 24 19 10 27 18 18 14 

17-26 11-16 14-17 17-22 20-27 26-31 

31 22 18 15 15 11 23 19 32 23 23 18 
7-10 10-14 8-15 16-23 22-26 Drawn 

(h) For the last few moves the game has appeared to be in favour of 
White ; but this and the succeeding moves put quite a different aspect 
upon the state of affairs. 

(i) White might have safely thrown up the man by 21-17 before 
taking this "cut." 

(j) The ending is now all in Black's favour, but Wyllie forces the 
draw in fine style. 

Sixteenth Game.—" London." 

Black, Mr. Wyllie. White, Mr. Bryden. 



11-16 


5-14 


8-11 


10-17 


7- 


-10 


14-17 


22 18 


(6)22 17 


22 18 


21 14 


14 


7 


18 14 


8-11 


(c) 11-15 


(d) 11-16 


1-5 


3- 


-10 


9-18 


25 22 


24 19 


18 9 


29 25 


31 


26 


23 14 


16-20 


15-24 


6-22 


6-10 


5- 


-9 


16-23 


30 25 


28 19 


26 17 


25 21 


26 


22 


27 18 


(a) 9-14 


4-8 


2-6 


10-17 


10- 


-14 


17-22 


18 9 


25 22 


(e)17 14 


21 14 


22 


18 


Drawn 



(a) A good move, though 10-14 is, perhaps, more often played here. 

{b) If 24-19 is played here, 11-15 is the best reply. Should Black 
move 11-16 in reply, White then secures the better game by playing 22-18. 

(c) Best. If 11-16 is played, followed by 25-22, 4-8, 24-19, Black 
must be careful to avoid the loss pointed out in the "Double Corner," the 
13th game of the match, the positions being very similar. In this case, 
however, the man being on 29 (instead of 30, as in the former), allows a 
draw, as follows : — 

11-16 8-11 *6-22 7-14 7-10 14-23 

25 22 22 18 26 17 29 25 28 24 27 11 

4-8 1-5 10-14 3-7 11-15 16-23 

24 19 18 9 17 10 25 22 23 18 Drawn 

{d) 11-15 looks tempting, but it is weak, and Black only just escapes 
with a draw, i.e. : 



98 



THE DRAUGHTS-PLAYER'S GUIDE. 



11-15 3-8 1-5 2-7 10-26 10-14 

18 11 17 13 18 9 25 22 31 22 18 9 

7-16 8-11 5-14 14-17 6-10 7-10 

26 22 22 18 29 25 21 14 22 18 Drawn 
(e) The best move at this point, and results in a straight draw. If 
17-13 is played, then 7-11, 29-25, 11-15, 32-28, 15-24, 28-19, 3-8, forms 
position on the diagram following: — 

BLACK. 



Solution ; 

*25 22 
8-11 

*27 24 
20-27 
31 24 
16-20 
22 18 





m 


"m 




■ 




m 










m 








m 














m 




m 










m 




m 




m 


: 






m 


m 












m 









20-27 
18 15 
11-18 
23 17 
27-31 
7 2 
Drawn 



WHITE. 

White to move and draw. 



Seventeenth Game.— " Maid of the Mill." 





Black, Mr 


Bryden. 


White, Mr. Wyllee. 




11-15 


28 24 


12-19 


29 22 


2-6 


17 10 


22 17 


(c) 4-8 


30 26 


24-28 


23 19 


6-15 


8-11 


24 19 


(e) 19-24 


27 23 


5-9 


13 6 


17 13 


11-15 


26 22 


8-11 


19 16 


(h) 1-10 

W. WINS 


15-18 


19 10 


7-11 


31 27 


11-15 


23 14 


6-15 


22 15 


(9) 3-7 


16 11 




(a) 9-18 


26 23 


11-18 


22 17 


15-19 




(b) 24 20 


{d) 15-19 


(/) 25 22 


7-10 


24 15 




10-14 


23 16 


18-25 


27 24 


10-19 





(a) This completes the formation of the opening, which is considered 
a very strong one for Black ; indeed, we have heard the opinion ventured 
by one of our leading experts, that a sound draw for White has yet to be 
discovered. 

(b) Something new ; Anderson gives 26-23 or 21-17. 

(c) Better than 11-15, which gives Black a cramped game should 
White reply with 26-22. 

(d) A good move, leading to a fine open game for Black; should 
White take the proffered "shot" by 27-23, &c, Black would secure the 
better game, if not an absolute win, by cutting 5-9. 

(e) Baiting a "trap." If White replies with 32-28, Black wins, thus: 
5-9, 13-6, 2-9, 28-19, 18-23, &c. 

(/) Again 32-28 would lose by 5-9, &c, but the old veteran was not 
to be caught that way. 



MATCH GAMES. 



99 



(g) The fatal move ; almost anything else would have drawn. For 
instance, 1-6 forces the draw straight away, as follows : — 



1-6 
(i)22 17 



14-18 
23 14 



6-9 
13 6 



2-18 
20 16 



11-20 
27 24 



20-27 
Dkawn 



(i) 



22 18 13 6 27 24 18 9 24 19 23 18 

6-9 2-9 9-13 5-14 13-17 Dkawn 

(h) We append a diagram of the position at this point ; the end play 
will be found very neat and instructive ; — 

BLACK. 



Game 
as continued: — 
11 7 
15-18 

7 2 
10-15 

2 7 
{i) 18-22 

7 10 
22-26 
20 16 



IP? 



26-31 
16 11 
31-26 
11 7 
26-22 
7 3 
15-18 
10 15 
19-23 
3 8 

W. WINS 



WHITE. 

White to move and win. 



(i) 19-24 looks promising for a draw, but White still wins, thus r 
19-24, 7-10, 15-19, 10-15, 18-23, 15-18, 24-27, 18-15, 19-24, 15-18, Ac. 



Eighteenth Game.—" Maid of the Mill. 

Black, Mr. Wyllie. White, Mr. Bryden. 



11-15 


7-10 


29-25 


22-18 


(g) 14-9 


18-14 


22 17 


(d) 29 25 


13 9 


6 2 


6 1 


16 11 


8-11 


(e) 11-16 


14-17 


25-22 


9-5 


23-27 


17 13 


20 11 


24 20 


9 6 


7 3 


20 16 


(a) 15-18 


2-7 


25-22 


18-14 


13-9 


27-31 


23 14 


11 2 


32 27 


6 1 

30-25 


19 16 


16 12 


9-18 


1-6 


22-18 


12-19 


31-27 


21 17 


2 9 


(/)9 6 


1 6 


3 12 


24 20 


10-15 


5-30 


18-22 


25-21 


19-23 


5-9 


(6) 24 20 


26 23 


6 2 


6 1 


27 24 


12 8 


18-22 


18-22 


17-21 


3-8 


9-14 


27-23 


25 18 


23 19 


27 24 


1 6 


1 6 


8 3 


15-22 


22-25 


21-25 


22-18 


5-1 


23-18 


(c) 17 14 


27 24 


2 6 


24 19 


6 2 


28 24 


6-9 


10-14 


25-29, 


21-17 


1-6 


9-6 


26 17 


19 15 


6 9 ' 


31 27 


2 9 


24 19 


9-18 


25-29 


29-25 


17-13 


14-5 


6-2 


30 26 


15 10 


10 6 


2 7 


12 16 


19 15 
Drawn 



100 



THE DRAUGHTS-PLAYER'S GUIDE. 



(a) This move defines the opening. 

(b) Generally considered a weak way of playing it ; we prefer 26-23 
as given by Anderson. 



(c) Coming out for the man by 30-25 would lose, f 


is follows: 




30 25 


20 11 


23 18 


27 24 


28 24 


26 17 


3-8 


8-22 


5-9 


4-8 


9-14 


11-15 


25 18 


27 23 


32 27 


(i) 24 20 


18 9 


31 26 


11-16 


7-10 


1-5 

(i) 


8-11 


5-21 


2-7 

B. WINS 


18 15 


24 15 


26 23 


23 19 


13 9 


15 6 


10-19 


2-7 


7-10 


9-14 


6-13 


14-21 

B.WINS 


(d) The gar 


ne now looks almost hopeless for White, but we have not 


been able to find a forced 


win. 








(e) 10-15 is 


a strong move, and forms the annexed position. 


White 


has choice of four moves 


in reply, only one of which leads ;fco £ 


I drawn 



game, however, the other three all resulting in favour of Black. 

BLACK. 



Solution : 

(i)20 16 
(a) 12-19 
27 23 
18-27 
32 7 

3-10 
26 23 

1-6 
25 22 

5-9 
23 18 
15-19 



26 22 
1-6 

27 23 
18-27 



# 


m 






31 27 
19-23 
27 24 
4-8 
24 19 
23-26 
19 15 














;-;>>;" 






mm 


WW 


ill 


10- 19 
17 14 

(a) 

11- 20 
26 23 
Drawn 


jpP 


m 




jj© 








«■ 



32 23 
3-7 
25 21 
15-19 



WHITE. 

White to move and draw. 
(I) 



23 16 
12-19 
22 18 
11-16 



20 11 
7-16 
18 15 
4-8 



31 26 
16-20 
26 22 
20-24 



22 18 
24-27 
17 14 
2-7 

B. WINS 



(3) 27 23 
,18-27 
32 23 



1-6 
25 22 
3-7 



(2) 

31 27 
15-19 
23 16 



12-19 
27 23 
4-8 



23 16 
8-12 

B.WINS 



MATCH GAMES. 



101 



17 14 
3-7 
25 21 



1-6 
26 23 
12-16 



(3) 

28 24 
4-8 
32 28 



8-12 
24 19 
15-24 



28 19 
18 22 
B. wins 



(/) 10-7, 3-10, 20-16, 12-19, 27-23, &c, draws right away. Bryden, 
however, felt perfectly secure, and was in no hurry to "run" for the draw. 

(g) It is worthy of notice that at this point Black can sacrifice two 
men and still have a strong attack, thus : 13-9, 6-13, 8-11, 7-16, 4-8. We 
append a diagram of the position, which will be found very instructive. 



Solution : 

*27 24 
18-23 

*19 15 
12-19 

*20 16 
8-12 



IF 










'A 


















m 












Hi 


m 












§! 


HI 


m 




m 
















mm 

















m 





















24 20 
23-18 
16 11 
19-23 
15 10 
Drawn 



white. 
White to move and draw. 



Nineteenth Game. — " Doctor." 





Black, Mr. 


Bryden. 


White, Mr. 


Wyllib. 




11-15 


(a) 7-14 


8-11 


8-12 


7-16 


14-17 


23 19 


25 22 


' 24 20 


32 27 


20 11 


21 14 


8-11 


4-8 


(c) 15-19 


12-19 


19-23 


9-27 


22 17 


29 25 


23 16 


27 23 


26 19 


25 21 


9-13 


2-7 


12-19 


11-15 


17-26 


1-6 


17 14 


27 23 


27 23 


23 16 


30 23 


7 3 


10-17 


(6) 11-15 


3-8 


15-19 


6-9 


6-9 


19 10 


31 27 


23 16 


16 11 


11 7 


Drawn 



(a) This move completes the formation of the opening, which may be 
likened to a " gambit " at chess — White sacrificing a man for the sake of 
position. It is generally conceded to be weak for White, but for all that 
it has long been a favourite with the " Herd Laddie," who is popularly 
credited with the knowlege of its every ramification. 



102 



THE DRAUGHTS-PLAYER'S GUIDE. 



(b) We prefer 6-10 here ; it leaves White with only one sound line 
of play, resulting in a very narrow draw. We give a diagram of the posi- 
tion below, with play in illustration. 

(c) White has an easy draw after this ; again, 6-10 is a better move, 
and confines White to one reply, viz., 28-24. Black then goes 12-16, and 
the game is drawn — same as solution to position on diagram below. 

Position after 6-10 (instead of 1-5) at 15th move of game : — 

BLACK. 



Solution : — 

(1) 24 20 

11- 15 
(d)28 24 

8-11 
31 27 

12- 16 
23 18 
14-23 

(2) 26 12 





m 








m 








m 










m 












■ 


m 


US 




m 




m 














m 














m 










mm 




■ 








m 


; 










- 






m 




m 





17-26 
30 23 
(e) 5-9 
25 22 

1-5 
21 17 

9-14 
20 16 
Dbawn 

Stueges. 



WHITE. 

White to move and draw. 



{d) If 31 or 32-27, then B. wins by 15-19, &c. ; same as variation (3). 
(c) 13-17, 21-14, 10-17, 25-21, 17-22, 21-17, 22-26, 17-14, &c, drawn. 

(1) 



<3) 24 19 


18 9 


32 28 


23 16 (/) 22 18 


26 22 


11-16 


5-14 


15-24 


8-11 14-23 


19-23 


28 24 


31 24 


28 19 


25 22 21 14 


22 18 


16-20 


8-11 


3-8 


10-15 23-27 


31-26 


22 18 


24 20 


19 16 


16 12 12 8 


14 9 


20-27 


11-15 


12-19 


15-19 27-31 


7-10 










B. WINS 


(f) 12-8, 11-15, 8-3, 


7-10, 3-7, 19-23 


, &c. B. wins. 








(2) 






21 14 


17-26 


25 22 


13-17 24 19 


26-31 


10-17 


30 23 


6-10 


22 13 22-26 


32 28 


{9) 26 12 


1-6 


23 18 


15-22 27 24 


11-15 










B. WINS 


(g) 26-10, 7-14, 25-21, 17-26, 30-23, 


11-15, 20-11, 15-18, &c. B. wins. 



MATCH GAMES. 



103 



(3) 



(4) 31 27 


23 16 


23 16 


27 23 


20 16 


12 8 


11-16 


12-19 


12-19 


8-12 


1-6 


19-23 


(ft) 24 20 


(t)27 23 (7c) 32 27 


23 16 


16 12 


B. WINS 


16-19 


8-12 


3-8 


12-19 


6-9 




(ft) 22-18, 16-20, 18-9, 5-14, 23-19, 7-11, &c. 


B. wins. 




(i) 20-16, 


8-12, 27-23, 3-8 


, 32-27, 8 


-11, &c. B. wins. 




{k) 20-16, 10-15, 32-27, 1 


-6, 27-23, 


6-10, &c. 


B. wins. 








(4) 








23 19 


6-9 (6)19 16 


15-19 


23 18 


23-27 


1-6 


(5) 24 20 


12-19 


27 23 


14-23 


8 4 


(031 27 


15-24 


23 16 


19-24 


21 14 


27-31 


11-15 


28 19 


10-15 


16 12 


9-18 


B. wins. 


27 23 


8-11 


32 27 


24-28 


22 8 




(I) If 24-20, then 14-18, 


&c, B. wins. And 


if 32-27, then 11-15, 


U20, 15-24, 28-19, 8-11, &c, 


B. wins. 












(5) 








19 16 


8-12 


27 23 


8-11 


12 8 


19-23 


12-19 


32 27 


3-8 


16 12 


16-19 


B. WINS 


23 16 


12-19 


23 16 


11-16 


8 3 








(6) 








32 27 


12-19 


27 23 


10-15 


12 8 




3-8 


23 16 


12-19 


16 12 


19-23 




19 16 


8-12 


23 16 


15-19 


B. WINS. 





Twentieth Game. — " Doctor. 





Black, Mr. 


Wtllie ; 


White, Mr. 


Bbtden. 




11-15 


19 10 


4-8 


27 24 


6-10 


28 19 


23 19 


7-14 


(a) 31 27 


18-27 


18 9 


12-16 


8-11 


25 22 


10-15 


32 23 


5-14 


19 12 


22 17 


2-7 


(6) 29 25 


1-6 


30 25 


11-15 


9-13 


27 23 


15-18 


(c) 25 22 


10-15 


20 16 


17 14 


6-10 


22 15 


8-11 


24 19 


15-18 


10-17 


24 20 


11-18 


22 18 


15-24 


B. WINS 



(a) The loser ; 29-25 draws same as position on diagram given with 
19th game. If Black replies to 29-25 with 10-15, White plays 23-18, and 
gets the better game. 

(b) 23-18, 14-23, 21-14, 7-10, 27-18, 10-17, &c. B. wins. 



104 



THE DRAUGHTS-PLAYER'S GUIDE. 



(c) 23-19 looks promising for a draw, but Black still wins, as shown 
by the following play: 23-19, 8-11, 19-16, 12-19, 24-8, 3-12, forms annexed 
position 

WHITE. 



Solution :- 

*6-10 

24 19 
* 17-22 

25 9 
5-14 

(i)20 16 
14-18 
30 25 
13-17 
21 14 



26 23 
7-11 
30 26 

20 16 
18-23 



IP 11 


IP 


® HP 


111 A 






















1? ? 












IP liP 



11- 15 
19 16 

12- 19 

26 22 
10-15 



BLACK. 

Black to move and draw, 
(i) 

23 16 15-19 
14-18 (2) 11 8 
16 11 10-14 



10-17 
25 21 
18-22 
21 14 
22-31 
14 9 
31-27 
9 6 
7-10 

B.WINS 



(2) 



11 8 

23-26 



8 3 
26-30 



8 3 
13-17 
3 7 

3 8 
30-25 



18-22 

B. WINS 



B. WINS 



LITERARY MISCELLANEA. 



H /Ifeove too late; ot\ Urfcfting a Wtllage Gfoampxom 

(A CHRISTMAS INCIDENT.) 

OME ten or twelve years ago I was spending my Christmas 
holidays at Flamborough. Probably many of my readers 
are familiar with the summer aspect of this quaint little fishing 
village — its neat whitewashed cottages; the hardy fishermen; 
their cobles, at one time drawn up in rows on the steep North 
Beach, at another time, view r ed from the elevation of the cliff, 
skimming the waves like things of life. Some of you may even 
have ventured at low water to pay a visit to the famous cave, 
Robin Lythe's Hole; but few, I dare venture to say, have ever 
thought of Flamborough as a desirable place for a pleasure trip 
at Christmas time. Then, however, it is seen in all its wildest 
grandeur ; and to a beholder standing on the cliff, the roaring of 
the winter wind, the shrieking of the myriads of seagulls, who 
seem to glory in each successive blast, and the dull and measured 
thud of the waves as they dash in wild and impotent violence 
against the base of the cliff, combine .to form a scene of the most 
impressive description, which cannot fail to strike him with awe 
and a deep sense of man's insignificance. After such an expe- 
rience one returns with renewed enjoyment to the warmth of the 
glowing ingle, more especially at Christmas-tide, when bright 
and loving faces gather round, and mirth, peace, and good- will 
render the home even more attractive than ever. 

Myself and a draughts-playing friend, with whom I was 
spending the holidays, after whiling away the afternoon amidst 
just such a scene as I have attempted to portray, determined, for 
a change, to take a stroll inland, to a village about a couple of 
miles away, and look up mine host of the Bridge Inn, who had 
the reputation of being the champion draughts-player for miles 
around. We arrived at the inn about seven o'clock, and entering 
the open door, soon found ourselves seated in a comfortable room 
amongst about a score of others, mostly farmers, but with a 
sprinkling of labourers and fishermen. 
H 



106 THE DRAUGHTS-PLAYER'S GUIDE. 

''Good evening, Ned," said the landlord, a stout-built man, 
of between 50 and 60 years, with a hale and hearty appearance, 
and a merry twinkle in his shrewd grey eye ; "brought somebody 
to take me down, eh, you young scamp ?" 

" Well, not exactly that," replied my friend, "but bring us a 
drop of something short ; we have a couple of hours to spare, and 
I dare say both of us will give you a turn across the board before 
we leave." 

The host was not long in complying with the order, and also 
brought in the draughts-board and men. Ned and I had not 
met for some years. We had played draughts together when 
boys, and then he had always been able to hold me "cheap;" but 
practice with the Leeds experts had made a wonderful improve- 
ment in my play, whilst Ned had not had such opportunities, and 
had improved but little, if any. 

I watched him play a few games with the landlord, and soon 
perceived that the latter was the better of the two, though there 
wasn't much to choose between them. 

I played a few games with the champion in turn, winning 
them all rather easily, to the no small surprise of himself and the 
company, who had hitherto looked upon him as invincible. 

Looking up, after I had taken the sixth game in succession 
from him by a neat stroke from the annexed position :* 



BLACK. 



2 








§§# 




m 
















fjgfS 






















m 












m 














: 





WHITE. 

White to move and win. 
I played 11-8; my opponent took the two men with a jump, 
thinking I had at last made a mistake. The game was then 
continued as follows : — 



* We acknowledge our indebtedness to Mr. C. Hefter for this neat position. 



LITERARY MISCELLANEA. 



ID/ 



25 22 2 11 15 18 18 23 17 14 

24-15 25-30 30-26 30-25 22-18 

7 2 11 15 32 28 21 17 23 27 

18-25 12-16 26-30 25-22 W. wins. 

Looking up, the landlord remarked, " I see you know problems ; I 
have got a good one here." And straightway he commenced, 
placing the men, and after a little trouble succeeded in setting 
the following well-known position of old Sturges' : — 

BLACK. 



Solution : — 

19 24 
20-27 
18 22 
17-26 
15 10 
12-16 
10 6 



WHITE. 

White to move and win. 
I smiled to myself when I saw what he was about. "Ha !" 
thought I, " I'll show you something about that position that you 
have never seen before." Ned had often seen the host place 
the position for the instruction and amusement of his customers, 
and turning to me, he said, " There, can you do that, old man ?" 
I had determined upon my course of action, so after a pretended 
examination of the problem I replied, "No; and what's more, 
I don't think anybody could win with only three pieces against 
twelve." " Oh, yes, they can," replied both at once; and with 
much unction the champion, glad to have the opportunity of 
turning the tables upon me before his friends, showed me the 
above solution, with which, it is needless to say, I was quite 
familiar. After allowing the applause which this performance 
elicited from the company to subside, I quietly requested that the 
men should be replaced, stating that I was not satisfied yet. The 
position was accordingly re-set, only I took care to place the 
Black man on 4 instead of 8, as follows : — 











Hi 


m 








































m 








i 










m 


a 




























|j§j 








■ 







io8 



THE DRAUGHTS-PLAYER'S GUIDE. 



BLACK. 



m 




w 


H 


cm cm 
® IB® 












■ 






























11® 


■ 


- - 


§ 


■ll 



White to move. 

Nobody noticed the difference, or if they did they thought it 
of no consequence. "Now, let us play it a little more slowly this 
time," I said. "All right," replied he; and the company 
gathered round to witness my discomfiture. 19-24 goes the 
champion, and slowly I took the piece by 20-27. Then came 
18-22, and quite as slowly I played 17-26. Then my opponent 
played 15-10, and Ned interposed with the remark, "You see, 
old chap, he has nothing to do but crown his man and keep 
moving it about till you have blocked all your own men at the 
bottom of the board." "Wait a bit," I replied; and I moved 
3-7. The champion took the man with a jump, and immediately 
I moved 4-8. There was a pause for a few moments; then, 
"Well, I'll be darned!" said the astonished champion, "if he 
hasn't caught me. I can't move without being manned off. I am 
a move too late !" And amidst general laughter he gave in,, 
quite mystified. 

The merriment was prolonged when I showed them how I had 
tricked the champion. Soon after Ned and I took our leave of 
the company with mutual good wishes, and an invitation from 
the genial landlord to visit him again soon. 

The chances and changes of life, however, have kept us wide 
apart, and I have never seen any of our friends since ; but I 
retain many pleasant recollections of my first and only visit to 
Flamborough — some sad ones, too, alas ! 

— Leeds Mercury Weekly Supplement. 



LITERARY MISCELLANEA. 



THE SOUTER'S DREAM. 

I SHALL never forget the delightful sensation with which I 
abandoned the ordinary routine of my duties, and exchanged 
the smoky atmosphere of the densely-populated district in which 
I resided, for a day or two of holiday to recruit my exhausted 
energies among the woodland scenery of the west of Northumber- 
land. The surpassing beauty of the landscape which lay along 
my route on that bright sunny day, when the train had borne me 
so far towards my destination, was a pleasure to contemplate, 
and a joy to realise, which the mystic haze of time may soften in 
outline, but never entirely efface from my memory. Through 
purple-flowered meadows, and along green lanes embowered 
with oak, ash, and sycamore, guarded with hedges dazzling with 
their profuse wealth of May-blossom ; by murmuring brook and 
melodious waterfall ; o'er heath-clad moors and through shady 
valleys where all sights are mellowed and all sounds subdued, 
to where — 

"On slumberous wing the vulture tries his flight, 

The dove scarce hears his singing-mate's complaint, 
And, like a star, slow waning in the light, 

The village church-vane seems to pale and faint" — 

I climb the steep and distant hill where stand the ruins of the 
once famous Peel Castle. Here I resolved to rest awhile ; and 
selecting a sequestered spot on the slope of the eminence which 
commanded a view of the surrounding country, I sat down to 
enjoy the richness of the prospect which opened up before my 
eyes. My intentions, however, were frustrated at the outset by 
an unexpected transition of ideas. The science which has so 
interwoven itself with my joys and sorrows obtruded itself in this 
solitude, and before long I found myself absorbed in a problem, 
which I tried to solve by the aid of a pocket Draughts-board. I 
was not even successful in my pursuit of Draughts knowledge, for 
Sylvia strove to assert her supremacy, and my abstractions were 
frequently broken by glances at her irresistible and entrancing 
charms. The sweet sun-glow, bright as Love's earliest dream, 
steeped hill and vale in golden splendour. The hum of the bee, 
the warble of the bird, the enchanting sounds and delicious 
fragrance pervading the air, had their effect, and I became 
sensible of a dreamy influence restricting the exercise of my 
faculties. One moment of absolute unconsciousness, and the 
scene had changed. In the flush of a purple twilight I found 
myself traversing the thoroughfares of a vast and populous 
city, where the magnificence and architectural grandeur of the 
buildings impressed me with wonder and amazement. Around 
the city flowed a river, silent, wide, and deep, whose banks were 
fringed with noble trees, among which I recognised the cypress 



no 



THE DRAUGHTS-PLAYER'S GUIDE. 



and willow blending- with the fragrant cedar, citron, and tall 
palm. It seemed as if the inhabitants of this place were composed 
of people from every quarter of the globe ; for there passed me 
at intervals, singly and in groups, individuals whose language, 
manners, and dress, enabled me to classify and determine their 
nationality. 

My observations of the aspect of the city, and the manners 
and customs of its inhabitants, were but transient, for I was 
greatly surprised by hearing my name pronounced by several 
voices; and on turning to discover from whence the sounds came, 
I beheld a group of individuals, among whom I recognised old 
comrades, whose beaming eyes and happy faces I thought I 
should never have looked upon again. Our meeting was an 
affectionate one, and the warm grasp of the hands spoke of the 
existence of friendship which the lapse of time had in no way 
diminished, and which filled me with indescribable joy. 

" Come," said they, in chorus, "come and see Pluto. You 
must come and see your friend Pluto. He will be glad indeed to 
see you. Come along, and see Pluto." 

In a brief space of time I found myself before a stately fabric, 
whose external decorations exceeded anything of the kind I had 
yet seen. I was ushered through the portico to the great hall or 
saloon, whose beauty and magnificence it is next to impossible to 
describe. Immediately I entered, I noticed that the apartment 
was well filled, and to my great gratification, every one playing 
at Draughts. As my vision became accustomed to the brilliant 
light of the place, I recognised in the players the celebrities of 
bygone times, and readily recognised Lorenzo, Lanci, Petroff, 
Blonde, Manoury, Lamontagne, Montero, Wolffgung, Laclef, 
Zimmerman, Leger, Payne, Randell, Godfrey, Wolly, and Sturges. 
I was about to step forward to witness a game between Payne 
and Randell, when one of the attendants beckoned me towards a 
recess ; and as I approached, in obedience to the summons, a 
side-door opened, and admitted a portly individual enveloped in 
a loose robe or morning-gown, whom I knew at a glance, and as 
our eyes met, the recognition was mutual — it was Pluto. With a 
pleasing smile on his countenance, he came forward to where I 
was standing. Grasping me by the hand, he gave it a cordial 
shake, and intimated his satisfaction at my visit. 

"Glad to see you, old fellow," said he; "glad to see you, 
indeed. Hope you have come to stay a few days. Pros, will be 
delighted." 

Having reciprocated his cordial greeting, he invited me to be 
seated; and placing himself beside me, we had a long and 
pleasant conversation on the progress of Draughts- science, the 
position and prospects of its representatives, with particular 
enquiries, on Pluto's part, concerning the health of Kirkwood, 



LITERARY MISCELLANEA. 



Ill 



Tonar, and Tom Birch, of Leeds. By the time I had satisfied 
him with particulars as to the welfare of my old friends, several 
of the players had concluded their games, and honoured us with 
their company, and the discourse became varied and interesting. 
I was thanking my old favourite author, Carlos Garcez, for his 
pleasing recital of an anecdote concerning his illustrious patron, 
Pedrosa Devilla, when I was interrupted by Pluto : — 

" What honey have you in the comb now?" said he, pointing 
to some books and periodicals which obtruded from my side- 
pocket. 

"This is the Recreationist" I replied, "which doubtless you 
have seen, as I requested the publisher to forward you copies." 

" O yes, most excellent, indeed ; take great delight in it. All 
our players are very much gratified with it ; think it quite equal 
to the old series of the Draught- Board. Sorry my time has 
been so much occupied lately, or I should have sent you an 
occasional contribution. But it is not the Recreationist I 
referred to, my friend." 

"O this," said I, drawing from my pocket the book Pluto 
indicated, "this is Drummond's First Edition, which I intended 
transposing and arranging during my holidays ; combining 
business with pleasure," I added, with a half- apologetic smile. 

"Just so, just so," observed my friend, approvingly. "Well, 
I never had patience to go through the whole of Drummond's 
works, and what little I did examine, I found to be far from 
reliable. Besides, his arrangement is most objectionable." 
Dipping into the pages of the book which he now held in his 
hand, he read aloud some of the foot-notes: "Improvement of 
Sturges' 28th Game, var. 5 "; "Improvement of Sturges' 27th 
Game"; " Improvement of Sturges' 39th Game"; "Improvement 
on 2nd Game of Sturges." 

Whilst Pluto was reading, I casually glanced across the 
apartment ; and observed that Joshua Sturges had finished his 
game, and was now coming towards us. He was approaching 
leisurely with folded arms, and evidently in profound reverie ; 
but the last sentence of Pluto, which was pitched in a higher 
key, seemed to have attracted his attention — for with a courteous 
inclination of the head, and a bland smile lighting up his 
intellectual features, he addressed Pluto: — "Pardon me," he 
said, " am I correct in fancying you mentioned my name ? " 

"Yes, yes," was the reply; "I was reading the notes 
appended to Drummond's play, which refer to improvements on 
your inimitable work, my good old friend." 

"Indeed," said Joshua; "will you permit me to look at 
them?" 

Taking the preferred book, he scanned two or three of the 
pages attentively for a minute or two. 



112 



THE DRAUGHTS-PLAYER'S GUIDE. 



"If these purported improvements are of the same quality 
as Drummond's play in general," Sturges observed, " they will be 
of small importance, I apprehend. With your permission, gen- 
tlemen, I will examine this alleged improvement on my second 
game." 

He returned to the table which he had just before quitted, and 
arranged the pieces on the board preparatory to playing the game. 
My curiosity to witness the result was evidently shared by the rest 
of the company, for we simultaneously rose and surrounded the 
table to which he had retired. Having completed his arrange- 
ments, he leisurely played down the game as follows : — 



11-15 


12-16 


5-14 


15-18 


11-15 


26-30 


22 18 


24 19 


16 12 


30 25 


32 28 


8 4 


15-22 


16-20 


11-15 


11-16 


15-19 


15-19 


25 18 


19 15 


27 23 


17 13 


22 15 


24 15 


8-11 


10-19 


6-10 


2-6 


19-26 


6-9 


29 25 


23 16 


31 27 


28 24 


15 11 


13 6 


4-8 


9-14 


8-11 


7-11 


10-15 


1-19 


25 22 


18 9 


22 17 


26 22 


11 8 


B.WTNS. 



Replacing the pieces, he played the game more carefully until 
he came to the twenty-seventh move, and then studied the posi- 
tion for a few minutes only. 



Position after 27TH Move, 
black. 







m 


m 


m 

- 








mi 


m 



















.. . 


m 








® 








m 


















©111 




; 






m 

















WHITE. 



White to move. 

"Friends," said he, addressing us collectively, "if my memory 
serves me aright, I think, in my Guide to the Game, I follow the 
move 30-25 with 2-6, and win with White ; or 1-6, and draw the 
game. In the present instance, Drummond follows 30-25 by 
11-16, 17-13, and wins with Black. But take notice," he con- 
tinued, " I shall allow Drummond to play his correcting move, 



i 



LITERARY MISCELLANEA. 



11-16 (see Diagram); and, instead of 17-13, I will play 12-8, 
3-12, 26-22 — and what of Drummond's precious improvement 
then ? Say, gentlemen, is this not a draw ? " 

The draw was indeed obvious, though several of the players 
attempted in vain to play the position to a different result. As 
soon as the game had been played to the twenty- seventh move, 
I remembered the play which upset Drummond's so-called 
improvement as having been shown to me long ago ; but which, 
unfortunately, I had neglected to mark in my copy. I was alter- 
nately watching the players and meditating on the propriety of 
volunteering some explanation of the matter, when Sturges rose 
from the table, and addressing me — as I thought — with some 
asperity, said :— " I observe many of the games in your copy are 
marked with your own correction : how comes it that this is 
omitted?" I was about to reply, when he interrupted me, and 
continued — " There were players in England in my day who would 
have blushed to countenance baby Draughts literature of this 
description ; and who would have made such an exposure of 
the author, as would have effectually prevented a repetition of 
his twaddle. Bah!" said he, "I have no patience with such 
rubbish ; ' ' and in a great rage he flung away the book, which 
struck Payne violently on the head, and rebounded into the fire. 
I sprang forward to rescue it, and — and awoke ! 

It was now evening, and the half-descended sun tipp'd with a 
golden fire the tree tops ; a yellow atmosphere lay rich and dusky 
along the valley ; and sombre shadows stealing gently across the 
greensward mutely warned me it was time to depart. Emerging 
from my retreat I resumed my journey, and before 

" The shard-born beetle with his drowsy hum 
Had rung night's yawning peal," 

I was comfortably seated pondering o'er my dream in mine inn at 
Allendale. — Recreationist. 



A REMINISCENCE. 

''Young man," said my "guide, philosopher, and friend," 
who was known to his neighbours as "Uncle Toby," "drop 
round this evening, and I" will show you how to win with three 
kings against your opponent having a king in each double 
corner. The way you tramped all about 'Robin Hood's Barn,' 
trying to corner those two kings in that game you were playing 
last evening, was distressing. And, by the way, have you heard 
that Billy Broughton is dead?" 

"Why, no," I replied. 

" Well, the Major is gone," said Uncle Toby. " I knew him 
well, and if I feel in a reminiscent mood this evening, I will tell 
you something about Broughton and the Portland players of 
twenty years ago." 



ii 4 



THE DRAUGHTS-PLAYER'S GUIDE. 



"Yes," said Uncle Toby, after he had given me the promised 
instruction on the board, and had lighted his pipe, " I knew the 
old-time players in Portland well. Their head-quarters were at 
Sam Libby's, on Congress Street, and it was amusing to see the 
way some of those old-timers would gallop through a game. At 
the time I was speaking of — say forty years ago — there was no 
such thing known there as a book on the game, and most of the 
games were played with the finger instead of the head. Why, it 
was considered the proper caper to move instanter, and it was 
considered a sign of weakness to stop to look at a game for even 
a second. Old man Libby always shut down on the game when 
the first stroke of the nine o'clock bell was heard; and if the 
board was not put up, he would sweep the checkers off the board 
with his hand, and that was the end of that game. Well, shortly 
after Broughton appeared on the scene, and though he was 
nothing but a boy then, he soon pulled up on those old stagers, 
and took the lead. ' How did he do it ? ' Why, he got a copy of 
the American Draught- Player , and he would pick up more in 
studying it three months than those old fellows would learn in a 
lifetime by shoving the men about with their fingers. 

"Yes," continued Uncle Toby, as he stopped to load his pipe; 
"the 'natral' player has had his day. Already he is hull down 
on the horizon." 

"Do you remember the 'Herd Laddie's' visit to Portland in 
1883?" 

"Why, of course I do," continued Uncle Toby; "and it was 
a caution the way the old veteran mowed them down, and 
Broughton went down with the others. You see, Broughton had 
by this time acquired a national reputation, and was looked upon 
as one of the strongest players in the country. And there were 
others who were considered strong players. There was I. I. 
Gilbert, E. H. Chapman, N. K. Walker, and Nelson, who, though 
not so widely known as Broughton, were considered, by those who 
were in a way to know, to be fully the peers of Broughton. 

" Well, you see," said the old man, as he blew a big cloud of 
smoke into the air, "the boys were determined to make it hot 
for the Scotchman, but, as I said, it was no use. None of them 
were able to stand before the invincible genius of the greatest 
all-round player that the world (with one possible exception) has 
ever seen. Broughton knew if he could make a good showing 
with Wyllie it would be a big feather in his cap, for Wyllie had 
come from New York, where he had been, as everywhere, 
successful; and when he (that is, Broughton) went up to Lancaster 
Hall that afternoon, as the politicians say, he felt he was about 
to make the greatest effort of his life. His favourite game was 
the ' Laird and Lady,' and Billy felt sure if he could draw the old 
man into that he could cripple him. 



LITERARY MISCELLANEA. 



115 



"The black side of the 'Fife' was another strong pull with 
him, and he had these two openings down fine, but the wily old 
countryman was too old a bird to be caught in any of Billy's 
snares. 

"In fact, the champion had a good thing or two along himself ; 
and that reminds me," contiuued my instructor, "did you ever 
see that cut-up on the ' Dyke ' that he sprang on nearly every 
player he met on that tour ? Well, it was an eye-opener. Why, 
he dragged Broughton into it, and when he sprung it on Billy it 
nearly took his breath. Well, here it is. You write the numbers 
down as I call them over. 

" Are you ready ? " 

"All right." 

" Then here goes." 



11-15 


23 16 


8-11 


27 23 


1-5 


31 27 


22 17 


12-19 


22 17 


18-27 


28 24 


3-12 


9-14 


22 17 


9-14 


22 18 


32-28 


13 9 


25 22 


5-9 


27 24 


15-22 


14 9 


5-14 


15-19 


17 13 


4-8 


24 8 


28-19 


30 26 


24 15 


2-6 


32 27 


27-32 


9 2 


22-31 


10-19 


29 25 


8-12 


17 14 


19-15 


6 9 


17 10 


7-10 


26 22 


10-17 


2 6 


31-24 


6-15 


25 22 


14-18 


21 14 


12-16 


9 27 



"There, take that home and look it over, and you won't be 
surprised that the genial Billy looked dazed when he got that 
blow; but it is all the same now, poor Broughton is gone. Life 
was a serious thing with him, but he was always jolly ; and if 
there is a life beyond, I am certain that Billy hadn't been there 
long before he began to look about for a checker-board, a familiar 
spirit, and an opportunity to indulge in his favourite game that 
he loved so well while here below. 

"W. H. McLaughlin." 

— American Checker Review. 



NEWSPAPER INFLUENCE UPON THE STUDY OF 
DRAUGHTS. 

Any ardent lover of the "silent game" who may have the 
leisure time at command could not spend it more pleasantly than 
by a careful investigation of the contents of modern draughts 
columns; and next to the match games played by the great 
masters, he cannot find better instruction in the beauties of his 
favourite pastime. True, some say there is nothing like the 
"books" for bringing forward the student, and improving the 
more advanced player. Granted ; but when you take up a 
Janvier, a S-payth, a volume of Bowen's Authors, or any " big" 



Il6 THE DRAUGHTS-PLAYER'S GUIDE. 

treatise on the game, and "take stock" of the many pages of 
variations devoted to the elucidation of each particular opening, 
ten to one you feel rather shy of tackling such an immense array 
of long columns of " dry" figures, and put down the book " till 
a more favourable opportunity" — which never arrives. Now, if 
you submit the contents of newspaper columns to a careful 
examination, go through them seriatim, play over the various 
games, solve the problems, and " inwardly digest" the "answers 
to correspondents," notes, news, &c. &c, you get "all round" 
pleasure, and good practice into the bargain. 

Some argue that there is a lot of unsound play in draughts 
columns, play that is "ofttimes critical, but seldom correct." No 
doubt something may be said on that point ; but my idea is that 
criticisms often lead to controversies, and controversies educate 
both the general reader and those taking a part in them. My old 
friend, Mr. C. G. Roger, once remarked that if all the play that 
appeared in print was sound, draughts-players would soon cease 
to take an interest in it ; and there is, no doubt, a great amount 
of truth in his remark. I know that whosoever corrects any mis- 
take of mine I afterwards keep my " eye " upon their productions 
and return the compliment at the first opportunity, and I imagine 
the practice is common to all players. 

Perhaps the general reader may not give it a thought, but 
the newspaper play of to-day will become the leading book of 
to-morrow ; and, in my opinion, our current draughts columns 
contain more scientific play than did the standard works of the 
past. I can , safely say, without fear of contradiction, that I 
know of more than one so-called author who has brought out an 
" original " work, the bulk of the play in which has been taken, 
without the slighest acknowledgment, from the various draughts 
columns. All honour, then, is due to such writers as J. Hedley, 
the late R. E. Bowen, J. D. Janvier, and others I could name, 
who have laboured long and hard, both by precept and example, 
to establish a more equitable system in the literature of the game, 
and who have taken the greatest care in their valuable works to 
credit each particular variation and problem to its author. 
###### 

I have gone through files of the leading columns of Britain, 
and I have learned not a few points that I was previously in 
ignorance of. I have been very much interested with the neat 
positions I have dropped across ; and the "notes " and criticisms 
have been an unfailing source of amusement to me. Here we 
have the ideas of the " philosophical " draught-player ; there we 
meet with those of the " scientific" one ; anon we come across 
the " speculative," the " combative," the " quibbling," and the 
"oracle," &c. &c, type of contributions; and it strikes one 
forcibly that amidst all these rocks and undercurrents it requires 



LITERARY MISCELLANEA. 



a cool-headed gentleman at the helm, to keep the vessel safely in 
her course. 

I must not forget the "Answers to Correspondents," many of 
which are peculiarly worded — quite plain reading, no doubt, to 
the querists, but often affording matter for speculation and 
reflection to others. Few know the labour that is expended in 
these apparently trivial matters — but there ! I am not an editor. 

I would advise the student to take up the column, and no 
matter what the opening may be, play the game over, examine 
it carefully, jot down any variation that takes his fancy, or any 
correction that he may discover, and in a very short time he will 
be astonished at the progress he has made. Of course, Standard 
match games, such as Wyllie v. Martins, Martins v. McKerrow, 
and England v. Scotland, are of essential value to advanced 
players ; but the same remark applies the leading draughts 
columns. ***** 

With the rising- generation, whose superior education will 
doubtless whet the appetite for mental recreation, I predict the 
most brilliant future for our innocent, unassuming, but most 
intellectual and profound of all pastimes. 

William Strickland. 

— Leeds Mercury Weekly Supplement. 



DRAUGHTS-PLAYING. 

The following essay on the game was read at one of the annual 
meetings of the Leven Checker Club by Mr. C. Adamson, who stated 
that it was composed and delivered before a similar gathering 
in Markinch over twenty years previously : 

" We are told by competent authority that draughts is one 
of the oldest games in existence, as it is certainly one of the best. 
It is believed to be much older than the celebrated game of 
chess, but, unlike chess, has been handed down to us without 
the slightest change in its system or style of play ; a good 
evidence of its simplicity of design and stability of character. 
Much has been said and written about the comparative merits 
of chess and draughts, but, having no wish to enter into a dis- 
cussion on this subject, I would simply dismiss it with the remark 
that it is hard to tell which of the two seas is the deepest when 
in neither can soundings be found. 

" The simplicity of design in draughts is one of its most 
striking pecularities, for while its rudiments may be learned in 
an hour, a lifetime may not insure its perfection. 



Il8 THE DRAUGHTS-PLAYER'S GUIDE. 

" The practice of draughts is an interesting study and an 
amusing recreation — a stern, though bloodless battle-ground, and 
an arena for friendly rivalry. It drowns care, soothes pain, and 
is a pleasant enlivener of the leisure hour. It promotes harmony, 
good feeling, good fellowship and friendship, and is an ' open 
sesame ' to the hearts and homes of many who would otherwise 
have remained strangers for life. 

" Though simple in its original and design, yet the merits 
and beauties of draughts lie not on its surface. 'Tis not to the 
careless observer and heedless player that the beautiful science 
of draughts exposes her intricate problems and grand com- 
binations. 'Tis not to those who will give no thought, devote 
no time, and exert no facultly in acquiring the method of 
extracting richness and variety of her treasures, that her secrets 
are unfolded — 'tis only to the student, the careful, painstaking, 
persevering student in her cause that said secrets are unfolded 
and her treasures developed. 

" How marvellous the variety of her modes of conducting the 
mimic warfare — the well-planned attack, the skilful defence, the 
cut, the blow, the block, the broken crowned head, and the 
captured men ! Think on its strong positions, its dexterous 
movements, its winning ways and drawing propensities, and say, 
' Have we not good reason for enjoying the game of draughts ? ' 

" Many and varied are the opinions regarding the necessary 
qualifications of a good draughts-player. Much has been set 
down to his caution, his calculation, his concentrativeness, 
memory, locality, foresight, etc., but I think there are others 
equally necessary, and more generally overlooked. One is 
combativeness. Without a certain amount of that essential 
qualification, the student of the game would soon be borne 
down in the conflict and obliged to retire ; with it, even ' an 
indifferent player is no despicable antagonist. Temperance I 
would also enumerate among the necessary qualifications, for no 
man can play well who is not temperate, and certainly we never 
knew an habitual drunkard to be a good draughts-player. 
Patience also should not be underrated, for unless you have 
patience you cannot bring your thoughts to bear on the game 
with that freedom of action and calmness of ' a mind at ease ' 
so indispensable in a game of draughts. 

" Calculation has frequently been put forward as an important 
element in draughts-playing. This, in the ordinary signification 
of the word, I deny, for I know many good arithmeticians who 
are no draughts-players, and vice versa, I rather incline to think 
that when people say it requires great 'calculation,' it is but 
the simple mode of expressing the meaning of the power of 
foreseeing and retaining in the mind the impression that 
the various changes of the game give rise to, and judging, 
accordingly, what is best to be done. Good-temper I would rank 



LITERARY MISCELLANEA. 



II 9 



high as a necessary qualification in every game, or match, of 
draughts. It should ever be the draughts-player's guiding star, 
for it helps him to victory and sustains him in defeat. It 
moderates the triumph of the victor, and enlivens the spirits of 
the vanquished. 

"Hope is another qualification which I am surprised to see 
so generally ignored, and almost universally underestimated. 
Hope should ever be by the draughts-player's side, no matter 
how untenable his position, or doleful his prospects. ' Hope on, 
hope ever,' should be his motto. Let him remember the race 
is not always to the swift, nor the battle to the strong, and that a 
few men well handled are better than a greater number badly 
manoeuvred. At the same time, every player should guard 
against a false security. Perseverance I would name as the 
corner-stone of them all. It is the cement which binds them as 
one, the fire which welds them together, and the furnace which 
fuses them as one whole. Finally, my friends, I would say, in 
conclusion, that the definition of the qualifications of a draughts- 
player is a difficult task, and one which I have very inadequately 
attempted to portray, for the draughts-player is an animal who is 
confined to no creed, class, station, or nation. We find him in 
men of nearly all ranks and conditions of life ; we find him in the 
poet, the politician, and the philosopher." 
— Glasgow Weekly Herald. 



SPEECH BY JAMES McART. 
Delivered at the complimentary dinner given by the 
Draughts-Players of Liverpool to James Wyllie (" the Herd 
Laddie "), previous to his departure on his first visit to America, 
October, 1873. 

* [A sad recollection is attached to this speech from the fact that 
a few days after that happy reunion, McArt was cut off in his 
bright career, and went to his rest in a watery grave.] 

" Gentlemen, — It is now many years since we were all 
assembled on a similar festive occasion to the present, to give 
honour to the father of Liverpool players, the respected Mr. Pool, 
when that gentleman gathered his friends around him, and bade 
them adieu, together with the board he loved so Well. We felt 
sad and sorrowful, but widely different are our feelings to-night. 
We have met together to do honour, in our humble way, to one 
whose name has been a household word for years with us all. 
One who, in the words of Shakespeare, ' has borne his great 



120 



THE DRAUGHTS-PLAYER'S GUIDE. 



honours so meekly, that he has won golden opinions from all 
sorts of men.' Now, gentlemen, this is an evening to be marked 
with red letters on the tablets of our memories, for the greatest 
living exponent of the science of draughts -playing sits in our 
midst ; and although, from his time being so limited and his 
engagements being so numerous, we cannot learn so much from 
him as we would desire, — yet, there are many things which he 
could teach us, and which we will do well to learn. We can 
learn from him modesty, command of temper, and, above all, a 
spirit for imparting what we know to our fellow-men. His 
profuse contributions to the current literature of draughts -playing, 
contrasts very favourably with the practice of another great 
player who keeps what he knows locked up in his own mind, and 
will not sow it broadcast, like our honoured guest, for the 
common good of humanity. All honour to that spirit of philan- 
thropy, and all honour to that equanimity of temper which has 
made him patient in the hour of defeat, and grandly calm in the 
hour of victory ! Our science is one of pure reasoning and 
intellect, and why should we introduce the noisy strife of the 
politician into it — with his sophistries and invectives ; let us, 
therefore, strive to command our temper and cultivate a spirit of 
forbearance and charity, for are we not all brethren, and made 
of the. same flesh and blood ? And here I would quote a verse 
from a little song entitled the ' Draught Board,' which I 
composed for an occasion similar to the present : — 

" As we glide like a dream, adown life's stream, 

Let us do what is manly and fair, 
And never forget when a brother man is set, 

That we always do play on the square. 
And when old Father Time, with the hour glass and scythe, 

Hauls our colours adown from the mast ; 
"When our race is run, and life's game is done, 

May we reach the crown-head at last. 

" In conclusion, I may add that when our respected guest 
crosses the broad Atlantic, he will carry our regrets and best 
wishes with him. I know he will keep up the honour of old 
Scotland, and never lower his flag beneath the ' Stars and 
Stripes ' of the Western empire. And when, in after years, we 
are grown old and gameless, we will often remind our children 
that we knew and played with the greatest draughts -player the 
world has ever produced — the renowned Wyllie." 



LITERARY MISCELLANEA. 



121 



TO DAMEH. 

Sweet Dameh ! still I thee adore, 
As erst I vow'd in days of yore, 
When youthful vigour fill'd my frame, 
And thou allur'd me on to fame. 

Let others sing in Caissa's praise, 

And vaunt her charms through endless days ; 

Her beauties may be ne'er so rare, 

But thine are all beyond compare. 

Nor time, nor space, can e'er efface 
The lustre of a single grace ; 
But each will serve as sunbeams bright, 
And bring new beauties into sight. 

Then thy true knight let me remain, 
Through years of joy, of grief, or pain ; 
And when, at last, " my race is run," 
Lov'd Dameh ! say " Thou hast well done." 

■Leeds Mercury Weekly Supplement. 



HINTS FOR BEGINNERS. 

Select your games by a regular plan 
For attack and defence, and both sides scan. 
Three slow, subtle games, are better than ten 
Played in careless haste with thoughtless men. 
Choose for practice an old stubborn player ; 
He'll beat you at first — record how and where — 
But in a few months, with study and care, 
The tables you'll turn, and make him beware. 
Don't play for a trap, unless it be sound, 
Lest if the bait fail on you it rebound. 
A judicious " backing up " of a man 
Is sometimes better than the changing plan. 
A timely sacrifice of a single piece 
Will often win, or a cramp'd game release. 
When with three to three, even five to four, 
'Tis folly to think the contest is o'er — ■ 
The neatest problems from such forms arise, 
Increase your caution, or, to your surprise, 
You slip the win ; for there's often a flaw 
Where, though a man " down," one secures a draw. 
When winning, avoid the ironical jest ; 
For a boasting player's a painful pest. 
Win with modesty and lose with good grace, 
And abide by the rules in every case. 
-Leeds Mercury Weekly Supplement. J. H. 



122 



THE DRAUGHTS-PLAYER'S GUIDE. 



A GOOD NEW YEAR. 

Ance mair the steeple-clock tolls oot 

The deein' year o' grace, 
And ance again, wi' sang an' shoot, 

The new year taks its place. 

An' ance again, in namely ode, 

I join the hearty cheer, 
An' wish my brethren o' the brod 

A happy, good New Year. 

A good New Year, a blithe New Year, 

I wish you, ane an' a' ; 
Wi' lots o' "wins" life's path to cheer, 

An' mony a canty " draw." 

An' may the Power that rules aboon 

Gie's strength for ilka "loss," 
An' grace to keep oor herts in tune, 

An' bravely bear oor cross. 

For losses, frien's, and crosses, frien's, 

To a' oor lots will fa' ; 
An' may oor best Frien' kin'ly sen's 

A heart aboon them a'. 

Oor game, wi' a' its simple grace, 

An' a' its ancient claims, 
Still bravely hauds its honoured place — 

The king o' hamely games. 

The unco wise askance may squint, 

An' ca't a feckless ploy ; 
But still the keenest minds find in't 

An endless source o' joy. 

An' we, wha tiy its depths to soon', 

But find we never can, 
Frae oor experience look doon, 

An' simply say " It's gran' ! " 

Lang may't, amid life's fash an' fuss, 

Its heid still doocely raise ; 
An' for the joy it brings to us 

We'll croosely sing its praise. 

An' brethren scattered far an' wide, 

Brod lovers far an' near, 
Ance mair I wish, wi' mickle pride, 

You a' a good New Year. 
— Aberdeen Free Press. James Ogg. 



LITERARY MISCELLANEA. 



123 



WINNING THE MAN. 

Beside a table, there they sate, 
A youth and maiden, tete a tite ; 

But ne'er a word said he. 
Her beauty seemed to strike him dumb ; 
He tried, but words they would not come ; 

Such is love's ecstacy ! 

Within himself he seemed to shrink, 
Although she spake of ball and rink, 

And touched on literature. 
She mentioned Tennyson — he stared ; 
Miss Braddon's last — he simply glared ! 

How could she him endure ? 

She saw the youth was in a fix, 
So kindly turned to politics, 

And asked him if he thought 
Would Gladstone act as he doth preach ? 
And if he'd looked at the Queen's speech ? 

He only looked distraught. 

Now woman hath a ready wit, 
And on a plan at length she hit ; 

So then, without a word, 
She placed her draughtsmen — white and red — 
Before this seeming loggerhead, 

And then produced the board. 

His brow grew clear, his eye grew bright, 
The maiden saw her plan was right ; 

No more his thoughts did roam. 
She set the men to have a game ; 
From off his breast a great load came, 

The youth felt quite at home. 

She let him win a game or so ; 
Then he began to talk, you know, 

And showed the losing move ! 
But having gained her end, then she 
Defeated him — aye, ten to three, 

No matter how he strove. 

For years they have been man and wife, 
And live a very happy life — 

As happy as two can. 
And when they play the checkers game, 
She thinks of him when first he came, 

And how she " won the man." 



—Magnet. 



S. A. Lucas. 



124 



THE DRAUGHTS-PLAYER'S GUIDE. 



MUSINGS. 



When ev'ning brings release from toil, 
And freedom from the day's turmoil, 
And finds us by the ingle bright, 
Cosily sat, secure and quiet, 
How easily one's thoughts do learn 
Upon the dear old game to turn. 

Oh ! manifold are Dameh's charms ! 
How sweet, encirl'd by her arms, 
To rest enchained by magic spell 
And o'er her wond'rous beauties dwell. 
Within her chequer' d realm there still 
Is wealth of science, which but skill 
And patient effort can unfold : 
Oh ! what delight awaits the bold 
Who seek diligently aright, 
And bring new treasures into light — 
Treasures of Dameh's mystic game ; 
Rich gems aglow with brightest flame, 
Shedding new light its myst'ries o'er, 
And adding to its priceless lore. 

The learned Souter* once explor'd 
The land of shades, where, o'er the board 
In deepest thought absorbed, pore 
Fair Dameh's vet'ran knights of yore. 
Nor did his thirst for knowledge cease 
Whilst visiting that land of peace, 
But to the science true he loved, 
Once more his deep devotion proved. 
For Dameh's sons he brought new light, 
And set the dear old Joshuaf right ; 
While one great author i now may groan, 
And o'er his ruined efforts moan. 

Lov'd Dameh's knights regard with pride 
The game o'er which she doth preside, 
And scores — aye, numbers yet untold, 
Beneath her banner are unrolled. 
In Drummond, Janvier, Bowen, Spayth, 
Devoted votaries she hath : 
While Yates and Wyllie, Martins, Reid, 
Robertson, Woolhouse, as indeed 
Lucas, Vanner, and Doctor Brown, 
Lyman, Hedley, and Dunne, well known ; 
Hutzler and Hefter, Kear and Lea, 
Dunlap, Barker, and John Busby, 
Eletcher, Fletcher, MCall, and M'Gill, 
All, in her ranks, high stations fill. 
And many more as tried and true, 
Whom yet dishonour never knew, 
Are ready to take hold the helm 
And guide the destinies of her realm, 
Or guard from foul reviler's stain, 
The precincts of her fair domain. 

When Charleton, with his quack pretence, 
And lack of skill and want of sense, 
Against fair Dameh took up arms 
To bolster up Caissa's charms, 
Bowen — sweet Dameh's doughty knight, 
E'er ready in her cause to fight, 
Chivalrous, noble, staunch and tried, 
At once stepp'd to the fair one's side; 



And flashing forth his trenchant blade, 
A trusty weapon deftly made. 
He rushed at once upon his foe, 
Bringing it down with crushing blow ; 
Shattering his vain opponent's shield, 
Who turned and wildly fled the field. 
No wonder recreant such as he 
Should fly so ignominiously ; 
For braver knights had surely quailed,. 
Had they so stoutly been assailed. 

Behold the falchion, keen and stout, 
With which brave Bowen put to rout 
Caissa's luckless, pluckless knight. 
Behold ! and marvel at the sight. 
A calculations, deep, refined, 
The outcome of a scholar's mind — 
Bold, comprehensive, clear, and plain, 
It shows how broad is Dameh's reign, 
And proves that her resources are 
More vast than mind can grasp by far ; 
Such weapon's strokes, dealt by such hand,. 
None but truth's shield could e'er with- 
stand. 

No more let vain pretenders boast, 
How, at such little mental cost, 
Dameh's deep science can be bought, 
But ponder well, in searching thought, 
Those figures o'er, and strive to grasp 
Their import in the mind's firm clasp. 

Faithless adherents hope in vain 
Fair Dameh's favour to obtain ; 
Her partizans must steadfast be, 
For such her love, and such loves she ; 
And they, beneath her benign smile, 
May ever pleasant hours beguile. 

Hark ! now the solemn deep-toned bell 
Slowly the midnight hour doth tell ; 
While each grand cadence, loud and strong, 
Floats on the swelling breeze along, 
And wakes, from out their quiet profound. 
The slumb'ring echoes all around ; 
And calls me from my reverie deep, 
To find that all are wrapt in sleep. 
Neglected — Dameh's chequered shrine 
Beside me lies ; to-night, not mine 
Has been the task, thro' marches grand, 
To lead this noble little band 
Of faithful heroes, black and white, 
Who stand or fall, in mimic fight, 
Just as mayhap war's fate to be, 
Or they're manoeuvred skilfully. 
Full many fail to win renown, 
And few do gain the wished-for crown ; 
E'en now I long, in proud array, 
To see them marshall'd for the fray — 
But list ! the old bell's deep-toned chime, 
Again reminds me that 'tis time 
The embrace of Morpheus to invite, 
And say good-night, good-night — good- 
night ! John Illingworth. 



* Vide "Souter's Dream," p. 109. t Joshua Sturges. J Drummond. 

§ Vide R. E. Bowen's figures in Chess and Checker controversy. 
— English Draught -Player. 



LITERARY MISCELLANEA. 



THE MATCH AT TIPPERARY. 

(Reported by T. Gunn, the Secretary.) 

I'll tell you of a famous match 
That took place in our town ; 

Which was the talk of Ireland, 
And brought us great renown. 

Our local tame consisted of 

Mickey Bree, the tailor ; 
Tim Gunn, Phil McGhee, the butcher, 

And Patsy Doyle, the jailor ; 
Andy Rooney, and our captain, 

Little Jack McCarey: 
Six sound, brainy men of science : 

The pick of Tipperary. 

We bate six they sent from Dublin, 

A club of national fame ; 
And the gang that came from Queenstown 

Sure never got a game. 
Then the club beyant, at Limerick, 

A challenge to us sent ; 
They'd come and play us six a-side, 

The first week after Lent. 

Upon the night appointed, 

They all came swaggering in 
With a fine, superior air — and, 

A fine strong smell of gin. 
We had been playing just two hours, 

And they were getting bate ; 
For we'd won ten on our side, 

While they had only eight. 

Faith, 'twas nip and tuck between us — 

'Twas then the row began, 
For sure the thafe which Rooney played 

Had " huffed " him of a man. 
Now Rooney, though a player old, 

Both sharp and sure and keen, 
Flad heard us talk of rules and books, 

But never this rule had seen. 

"Drop that, ye thafe ! " cried Rooney, 

" Put back that man agin ! 
Ye can't play me y'er Limerick tricks, 

This game I'm sure to win ! " 
McKenna gave his hand a rap, 

And said, ' 6 Ye are a muff 
For playing draughts at all, at all, 

And not yet know the huff! " 



126 



THE DRAUGHTS-PLAYER'S GUIDE. 



Then Rooney hit McKenna, and 

McKenna hit McGee ; 
Then Patsy Doyle hit Skinny Blake, 

And Flint was down with Bree. 

Every man was hitting for his side, 

A glorious bout it was ; 
But though they wor a brisk lot, 

They wor no match for us. 
The boards and chairs were flying round, 

Like leaves before a gale, 
When the police broke in upon us, 

And took us all to gaol. 

Before his Honour, next morning, 

We wor a sorry pack — 
McCarey had his ear bit off, 

And Rooney's eye was black. 
McGee had lost his two front teeth, 

With Doyle a broken snout ; 
But never a man from Limerick 

Was able to get out. 

When the magistrate heard the case, 

He was perplexed enough, 
But said he blamed the Limerick gang 

For coming here to huff. 
Then fined them for their arrogance, 

And their bullying tricks ; 
Then set us free, but warned us 

With such men not to mix. 

Let teams that want with us a match, 

Write to our secretary ; 
We'll promise them a lively bout 

That come to Tipperary. 

— Woonsochet (U.S.A.) Reporter. James Hilt, 



BLOODLESS WAR. 

In simple faith, T hold as truth 

That draughts can be a guide to youth, 

And prudent lessons teach. 
He, like a man, must forward press, 
With fact, reflection, and finesse, 

That he the goal may reach. 

Is life not full of lines of care, 
And traps, the foolish to ensare ; 

Nor cuts and strokes a few ? 
E'en life itself a problem is 
(A queer position oft, I wis,) 

With hard solution, too. 



LITERARY MISCELLANEA. 



127 



Draughts generates a simple taste ; 
And not for wealth or power to haste, 

That cannot ward from woe. 
It shows one path to noblest ends 
Is to be honest to your friends, 

And upright to your foe. 

Therefore prove honest, too, yourself; 
You rise above all pow'r and pelf 
That worldly States can give ; 
Thus with a wholesome heart and mind 
(Rare blessing !), you must surely find 
How good it is to live. 

So, when your daily work is done, 
Instead of stupid, useless fun, 

Let science give release 
To minds o'erwrought by care and thought — ■ 
Then let the checker-board be brought — 

The battle-field of peace ! 

* * * -A 

Cui bono ? Life's too short for us 
To quarrel, or to make a fuss, 

And grasp our dagger hafts; 
But if our minds on war are bent, 
Then let us have a tournament ! 

And fight it out — in Draughts ! 

Dr. S. A. Lucas, 



THE OLD DRAUGHTS-BOARD. 

On the old draughts-board, once so fondly adored, 

With a tearful eye I gaze ; 
Come down, old friend ! for an hour we'll spend, 

O'er a game of the by-gone days. 
I play once more, as in clays of yore, 

To the moves that tasked the brain — 
To the lesson done, and the victory won, 

In the old house down the lane. 

Once more in their rows my brave men repose, 

On thy mystic squares, old friend ; 
And these warriors of mine, with the veterans of Tyne, 

In visions and science blend. 
And I seem to stand with the veteran band, 

To list to their voices again, 
As they tell, with zest, of the games played best 

In the old house down the lane. 



128 



THE DRAUGHTS-PLAYER'S GUIDE. 



Then our cares were few, and our friends were true, 

And our griefs were rare and light : 
Then draughts was nought (so we fondly thought), 

But a fountain of pure delight. 
But its glory hath sped, and time hath fled, 

With hopes we cherished in vain ; 
And passed away are the grave and gay 

From the old house down the lane. 

But we'll sing no more of the days of yore, 

For the tear-drop dims the eye : 
Rest on, old board, by thy silken cord, 

As in days that have glided by. 
S.till memory shall trace in thy checkered face, 

The records that cast no stain, 
On deeds that were done, and victories won, 

In the old house down the lane. 

— Chelsea (U.S.A.) Public. John Hedley. 



THE CELEBRATED " McINTOSH " PROBLEM. 



WHITE. 




BLACK. 

Black to move and draw. 



(a 30-26, 17-22, &c. Drawn. 
(6) 30-26, 21-25, &c. Drawn, 
(c) 6-9, 30-26, &c. W. wins. 



THE LOSING GAME. 



'/T'HIS variety, as its frame implies, is the exact reverse of the 
VI/ ordinary game, the object of the player being to lose all 
his pieces, or otherwise have them so fixed that he cannot move ; 
when he succeeds in accomplishing this, he wins the game. 

The rules governing the play are the same as at the ordinary 
game, with the following additions : — 

1. — The player who gives away the whole of his pieces, wins 
the game. 

2. — Provided that the player has given away the whole of 
his legally movable pieces, any number that may remain are 
considered as off the board, and he wins the game. 

The examples of play which follow, with the exception of 
Mr. Allen's problem, are taken from a little- work published in 
1866, by T. Dale, of Sheffield, entitled the Sheffield Draughts 
Player, and will show that the game is as full of intricate points 
as when ordinarily played, and well calculated to amuse, in 
addition to affording great scope for the exercise of the 
reflective faculties. 

Dale gives what he describes as a "Mathematical Rule" 
for playing the game. The board is divided into two systems 
■of squares, as in the following diagram : — 



WHITE. 















OS 




15 




16 
















9 


10 11l 


1\ 












































3 







BLACK. 



130 



THE DRAUGHTS-PLAYER'S GUIDE. 



Each player, by this rule, has sixteen good squares to play 
on,- and, in the majority of cases, loses the game by being 
forced out of them. It is a great advantage to get one of your 
opponent's pieces fixed on your fifth good square ; and you 
must carefully avoid allowing him a similar opportunity. Always 
open your game freely for the first four or five moves, by making 
judicious exchanges. 



Game No. i. — "Second Double Corner. 



11-15 


11-20 


9-14 


13-22 


12-16 


20-27 


24 19 


32 27 


18 9 


26 17 


23 19 


30 26 


15-24 


4-8 


6-13 


5-9 


16-32 


23-14 


27 20 


28 24 


25 22 


17 13 


31 27 


W. WINS 


8-11 


8-11 


1-6 


3-8 


32-23 




20 16 


22 18 


22 17 


29 25 


21 17 






Game No. 2.— " 


Single Corner.' 5 




11-15 


23 16 


4-11 


24 20 


31-22 


22 18 


22 18 


12-19 


28 24 


31-24 


21 17 


9-14 


15-22 


24 15 


6-10 


32 27 


22-13 


18 9 


25 18 


5-9 


22 17 


24-31 


29 25 


W. WINS 


9-13 


26 22 


13-22 


20 16 


10-14 




18 15 


8-11 


31 26 


11-20 


25 22 




10-19 


15 8 


22-31 


30 26 


14-17 






Game 


No, 3.- 


Edinburgh." 




9-13 


25 21 


11-15 


20 11 


4-8 


9 2 


24 20 


5-9 


20 11 


10-15 


2 9 


12-16 


12-16 


28 24 


15-24 


17 10 


3-7 


3 10 


21 17 


9-14 


27 20 


2-7 


10 3 


13-17 


8-12 


(i) 24 19 


, 7-16 


11 2 


1-6 


B. WINS 



(I) 

22 18 26 17 30 25 24 19 32 27 17 14 

13-22 13-22 29-22 31-15 24-31 W. wins 

18 9 29 25 31 26 23 19 21 17 

6-13 22-29 22-31 15-24 10-15 



THE LOSING GAMF. 



?3i 



Problem No. x. 



10-14 


26 19 


26 23 


1 O 1fl 


1 A 1 rr 

14-1/ 


in i o 
19 Ll 


23 26 


11 IK 

ll-lo 


i n no 


1 O 1 £! 

16 lo 


26 17 


15-19 


9-13 


16 23 


17 22 


7-10 


13-17 


23 18 


22 13 


10-14 


5-9 


i q n 

lo y 


19 -1 17 

lo 1/ 


1 p 
1— D 


9-13 


9 14 


17 22 


0-9 


13-17 


'i a er 
14 O 


a jj lo 


o— 11 


6-10 


5 9 


13 17 


2-6 


10-15 


9 2 


17 22 


a) 3-8 


15-19 


2 7 


22 26 


11-15 


19-23 


7 11 







f 

A 


IP 




Jill 






pi 




P@ 


P 




P 


BP 


11 


p 


IP 




p 


























■ 
III 












© jjj 























8-12 
11 18 
12-16 
18 15 
16-20 
15 18 
20-24 
18 23 
24-28 
23 18 
28-32 
18 23 
32-28 
23 18 
28-24 
18 23 
24-20 
23 18 
20-16 
18 15 
16-12 
15 18 
12-8 



Black to move and win. 
(a) Dale states that £100 was won in a wager on this position 



18 15 
8-3 
15 18 
4-8 
18 15 
8-12 
15 18 
12-16 
18 15 
16-20 
15 18 
20-24 
18 23 
24-28 
23 18 

3-8 
18 15 
8-12 
15 18 
12-16 
18 23 
16-11 

B. WINS 



Problem No. 2. 

WHITE. 



12- 16 
28 24 
16-20 
24 19 
11-15 
19 16 

8- 11 

16 12 
3-8 

12 3 
10-14 
3 17 

9- 13 

17 22 

13- 17 







mm 




mm 




H 






HP 
ill 
































IIP 
111 












Si 

m 






BP 

mm 




iHP 








m 




m 




m 




m 


IP 




m 




m 






..... 


m 


m 


HP 


m 




m 




m 





22 13 

5- 9 
13 17 

9-13 
17 22 
13-17 
22 13 

6- 10 
13 9 

2-6 
9 2 
1-5 
2 6 
10-14 

B. WINS 



BLACK. 

Black to move and win. 



THE DRAUGHTS-PLAYER'S GUIDE. 



Problem No. 3. 



11-16 

29 25 

7-11 
25 22 

2-7 
22 17 

9-14 
17 13 

6-9 
13 6 
11-15 

6 2 
15-19 

2 20 



WHITE. 



■ ■ 






■ ■ 








■ 




wm. mk mk 




P 


20*4® 

m m m m 


■@ 


• 

■ 


• 




«■ 




■ 



BLACK. 

Black to move and win. 



11- 15 
32 27 

12- 16 
27 24 
16-19 
24 20 
10-14 
20 16 

8-11 
16 12 

3-8 
12 3 
19-23 



Problem No. 4. 

WHITE. 



iff 


m 










mm 






mm 








mm 










IP 








mm 








































m 


HP 
mm 


m 


HHP 

mm 


m 






m 




m 


m 


m 




m 


® 




m 








m 





BLACK. 

Black to move and win. 



THE LOSING GAME. 



Problem No. 5. 

WHITE. 



2- 6 

18 14 
6-1 

14 18 

3- 8 
18 15 

8-12 

15 18 
12-16 
18 15 
16-20 
15 18 
20-24 




18 23 
24-28 
23 18 
28-32 
18 23 
32-28 
23 18 
28-24 
18 23 
{a) 24-20 
23 18 
Drawn 



BLACK. 

Black to move ; White to draw. 
(a) If Black gives up the piece he gains the ' 
avoid capturing the White king. 



move," and cannot 



Problem No. 6. 

WHITE. 



(Allen.) 



3-7 

32 27 

7-10 
27 23 

2-6 
31 27 

6-2 
27 24 

2-7 




24 20 
7-2 

20 16 

2-6 
29 25 
6-2 

25 21 
(a) 2-6 

Deawn 



BLACK. 

Black to move and draw. 
(a) Black having constructed an impregnable stronghold, White 
cannot come within range without being compelled to capture both, 
pieces. 



*34 



THE DRAUGHTS-PLAYER'S GUIDE. 



CURIOUS GAMES AND POSITIONS. 



Game No. i.— " The Block Game. 



10-15 
23 18 
7-10 

26 23 
3-7 



[i) 30 26 
9-13 
24 20 
12-16 
21 17 



15-19 
18 14 
10-15 
23 18 

6-9 



27 24 
8-12 

25 21 
1-6 

32 27 



6-10 
27 23 

2-6 
31 27 

4-8 



29 25 

W. WINS 



(I) 



31 26 24 20 23 18 
9-13 15-19 6-9 
21 17 18 14 27 24 
12-16 10-15 1-6 
(a) In the ordinary course of a 
should win, but, in this case, White 
piece on 30, and, as the result, •'losses 
the last move, and wins. 

Game No. 2— "The Interchange" (Dr.T. J. Brown.) 

This game shows the possibility, with the men arranged in the usual 
order, for each side to change positions without transgressing the legal 
conditions of play. 



32 27 25 21 

6-10 4-8 
27 23 29 25 

8-12 (a) 2-6 B. wtns 
blocked game the second player 
has carelessly blocked his own 
a move ; consequently Black has 



12-16 


18 14 


28-32 


6 1 


10-14 


24 20 


21 17 


19-24 


29 25 


23-18 


23 19 


18-23 


16-20 


14 9 


32-27 


1 6 


32-27 


15 10 


17 13 


4-8 


25 22 


22-25 


1 6 


14-18 


9-14 


32 27 


27-32 


6 1 


27-23 


19 15 


24 19 


8-11 


22 18 


18-22 


6 10 


23-27 


14-17 


27 23 


32-27 


1 6 


23-26 


10 6 


19 16 


11-15 


18 15 


27-32 


10 7 


18-23 


17-21 


23 18 


27-32 


6 1 


28-32 


15 10 


16 12 


15-19 


11 8 


24-28 


5 1 


27-24 


5-9 


18 14 


32-27 


1 6 


32-27 


6 9 


28 24 


28-32 


15 11 


19-24 


1 6 


26-31 


9-14 


22 18 


10-15 


6 1 


27-23 


7 2 


24 19 


24-28 


5 1 


7-10 


6 10 


31-27 


14-17 


18 15 


6-10 


26 23 


24-28 


2 6 


19 16 


19-24 


1 5 


10-14 


9 5 


22-26 


11-15 


15 11 


15-18 


23 19 


28-32 


11 7 


23 18 


10-15 


5 1 


3-7 


5 1 


26-31 


15-19 


11 8 


10-15 


30 26 


20-24 


7 2 


18 14 


15-19 


1 5 


7-10 


13 9 


17-22 


19-24 


8 4 


18-22 


26 23 


24-28 


16 11 


14 9 


6-10 


5 1 


25-30 


9 5 


22-26 


24-28 


25 22 


22-25 


8 3 


2-6 


11 7 


9 5 


1-6 


9 5 


21-25 


10 15 


13-17 


8-11 


22 18 


15-18 


12 8 


6-9 


20 16 


27 23 


32-27 


14 9 


3 7-21 


31 27 


17-22 


11-15 


18 15 


18-22 


16 12 


23-18 


16 11 


23 18 


27-23 


1 6 


14-17 


27 24 




15-19 


15 11 


25-29 


19 16 


9-13 





And the positions are now reversed. 



CURIOUS GAMES AND POSITIONS. 



135 



Position No. 1.— (Dr. Brown.) 

BLACK. 



Solution : 

25 21 
18-22 
11 7 
22-25 
21 17 
25-30 
17 13 
30-26 













m 
















® 






















HI 














m 






i 













WHITE. 

White to move and draw. 



We notice a position analagous to thi 
Italian Problem No. 12. 



in the Italian game. Se< 



Position No. 2.— (E. Childs.) 



Solution : 

28 24 
19-28 
27 23 
26-31 
23 19 
31-26 
19 15 
26-23 







H 




















lilil 


m 

p 











WHITE. 

White to move and draw. 



16 11 

23-19 

2 7 
13-9 

6 1 
19-16 

8 3 

Drawn 



In each of the above situations White constructs a position quite 
unassailable by his opponent, regardless of his superior number of pieces, 
and draws by moving the king backwards and forwards. 




PROBLEMS. 



A COLLECTION OF CRITICAL END GAMES 
To be won or drawn by scientific play. 



No. i. No. 2. 




Black to move and win. Black to move and draw. 



No. 3. ____ No. 4. 




White to move and win. White to move and win. 



%* In this collection of Problems the side moving first, irrespective of 
colour, occupies the bottom of the diagram. 



PROBLEMS. 139 




Black to move and win. White to move and draw. 



No. 19 (Far rell). No. 20 (O. H. Richm ond). 




White to move and draw. White to move and draw. 



No. 21 ( J. D. Janvier.) No. 22 (W. Taylor ). 




Black to move and win. White to move and draw. 



PROBLEMS. H 1 




Black to move and win. Black to move and draw. 



No. 31 (Dr. T. J. Br own). No. 32 (A. Jackson). 




Black to move and draw. White to move and win. 



No- 33 (C. Hefter.) No. 34 (A. Larnach). 




White to move and draw. White to move and draw. 



PROBLEMS. 143 



No. 41 (J- PlNNINGTON). _ No. 62 (ROBINSON, U.S.A.). 




White to move and win. Black to move and win. 



No. 43 (C. Belden). No. 44 (R. D. Pettekson.) 




White to move and win. White to move and win. 



No. 45 (J. Wyllie. No. 46 (Z. Brogax'). 




White to move and win. White to move and win. 



144 THE DRAUGHTS-PLAYER'S GUIDE. 

No. 47 ( M. H. C. W ardell). No. 48 ( w - Gardner). 
















p 




w 


HHP 

/ -wit 




















■ 








• 








jl 












B 







White to move and win. 



No. 49 (R . Robertson) 




White to move and draw. 



No. 51 (T. J. Riley). 






















































m 






PI 






























■i 











Black to move and draw. 



Black to move and win. 



No 50 (F . Passey). 







m 


■ 










m 


m 




HP 

a 










'/,-■,■'/.' 






01 




WW? 




m 












m 


















White to move and win. 

No. 52 (C. Cassor). 






ill 














® 




























m 












m 








IP 


m 

; 1 




■ 






. ..J 
















I 



White to move and draw. 




PART II 



TREATING ON THE 

Spantsb, Italian, lpoUab, ant) fturftteb 
/Ifcetbcfcs of Drauabts^pIapittG* 

WITH 

ILLUSTRATIVE GAMES and PROBLEMS. 



SPANISH DRAUGHTS. 



INTRODUCTION. 

'TTH'E Spanish game of Draughts is played on a board exactly 
w like the English one, and with the same number of pieces, 
but differs in two or three essential points as regards the move- 
ments of the pieces ; and it is also the rule- to play with the 
" double corner" to the left of the player, instead of to the right 
as in the English game. 

In dealing with the subject in this work, however, we discard 
the latter rule, as it in nowise affects the fundamental principles 
of the game, and we present the games and problems to our 
readers in the usual English form (Diagrams Nos. i and 2, 
page 21) as being easier of acquirement, and more in accordance 
with English ideas. 

Those desirous of studying the play from a strictly Spanish 
point of view, may, however, do so by aid of the following key 
diagrams : — 




By placing and numbering the draughts-board as above, the 
games may be played in the Spanish style with equal facility as in 
the English. To play the problems it will only be necessary to 
note the numbers of the squares upon which the pieces are 
situated on the English diagrams, and to place them upon the 
corresponding numbers on the Spanish ; the solutions, of course, 
will play either way, same as the games. 



THE DRAUGHTS-PLAYER'S GUIDE. 



FUNDAMENTAL POINTS OF DIFFERENCE 
IN THE SPANISH GAME. 

1 . When there are several pieces en prise on different parts 
of the board, it is compulsory for the player to effect the capture 
by the piece taking the greatest number. 

2. A king has the privilege of moving over any number of 
vacant squares in a diagonal direction from the square upon 
which it stands. Provided the way is clear, it can jump from 
4 to 29 at one move, or can be placed upon any of the intermediate 
squares at the option of the player. 

3. A king has the power to capture any piece of the opposite 
colour on the diagonal he commands irrespective of intervening 
vacant squares, provided there is one or more vacant squares 
behind the piece captured ; and should there be a piece or pieces 
en prise on a diagonal crossing any of the vacant squares upon 
which he would otherwise alight, he must turn off at the angle 
and effect the capture, continuing the movement so long as he 
has a piece to take. 

This will be best understood by studying the diagram 
following : — 

WHITE. 




BLACK. 



Black to move and win. 

Black jumps from 29 to 24 — touching it, 2, 13, and 31 on the way; 
capturing the five pieces on 7, 9, 18, 26, and 27 ; and finally, from 
the vantage ground of 24, pinning the White king on 1, which 
cannot move without being taken by Black jumping 24-1. 



SPANISH DRAUGHTS. 



H9 



LAWS OF THE GAME. 

The laws and customs of English draughts (excepting where 
they may happen to clash with the foregoing) apply to the 
Spanish game. 

In addition to playing with twelve men (fieones) each, it is 
customary, and lends an attractive variety to the game, to play 
with eleven men and one king [dama] each ; and also with ten 
men and two kings each. The examples of play which follow 
are translated from the elaborate treatises of Juan Garcia 
Canalejas and Joseph Carlos Garcez, and have been 
selected with a view to fully illustrate the several methods of 
playing the game. 

With Spanish draughts we are greatly enamoured, and have 
spent many pleasant hours in studying its mysteries ; and it is 
our sincere desire to share with our readers the pleasure to be 
derived from the study of its manifold beauties. 



SPANISH PROBLEMS and ILLUSTRATIVE END-GAMES 
(with solutions.) 

No. i ("La Forzosa"). 



13-9 
19 1 

9-5 (i) 
1 19(2)12 26 
2-9 4-11 
19 1 (3)26 31 
9-14 14-23 
1 19(4)31 20 
5-1 23-16 
19 12 20 27 
1-10 10-24 
(i)12 30 B.wins 
4-25 

B. WINS 



WHITE. 




BLACK. 

Black to move and win. 



(2) 

12 16 

4-22 
16 2 
14-23 

2 13 

10-17 (4) 
B.wins 31 13 
10-19 

(3) 13 17 
26 13 19-24 
10-19 B.wins 

13 2 
14-7 

2 13 
19-6 

B.WINS 



If the White king obtains command of the long diagonal, 4 to 29 
(La Enmedio), it can draw against the three Black ones. 



THE DRAUGHTS-PLAYER'S GUIDE. 



No. 2 (Garcez). No. 3 (Garcez). 

WHIT T i. WHITE. 











MM 




<, , 




m- 










- 

M 




SP 











mm 

A 




mm 




m 


W 




- . . 




mm 
... 




IP 














m\ \ 
















































© 





Black to move and win. 
20-24 29 4 1-15 

1 5 28-10 B. wins. 
24-1 4 29 
(a) 4 29 27-18 
31-27 29-6 

(a) 4-18, 32-14, 5-18, 31-27, 
18-32, 1-5, B. wins. 



No. 4 (Garcez). 
white. 



m 


■ 








Hi 










, ,, 


























HIP 



































































BLACK. 

Black to move and win. 



3-14 30-26 1-5 14-27 
4 29 29 4 4 8 B.wins. 



M 




M 




SA 






mi 




M 












.... i 


mm 




w 




mm 




mm 






w 




w 














■ 






















'■mm, 







































BLACK. 

Black to move and draw. 
31-13 (a) 31-20 2-7 14-23 
9 2 13 31 17 13 24 28 
13-31 20-2 7-14 23-32 
2 13 21 17 31 24 Drawn. 
(a) 31-27, 13-31, 27-32, 21-17, 32-23, 

31- 24, 23-9, 24-28, 9-32, 17-13, 

32- 23, 28-32, 23-16, 13-9, &c, 
B. WINS. 



No. 5 (Garcez). 
white. 

















■ 












m 




mm 






■ 





























■ 






























IP 


B 

















BLACK. 

Black to move and win. 



12-19 29-11 11-25 19-12 

3 7 3 21 3 21 30 16 

19-1 5-23 1-19 12-23 

7 3 21 3 21 30 B.wins. 



SPANISH DRAUGHTS. 



No. 6 (Garcez). 

WHITE. 




BLACK. 

Black to move and win. 
13-9 29 25 1-6 21 3 
4 29 20-24 30 21 30-21 
9-23 {a) 25 30 23-30 B. wins. 
{a) 25-29, 1-6, 29-4, 6-10, 4-29, 
23-30, 29-4, 30-26, 31-22, 10-15, 
4-18, 19-12, 28-19, 12-14, B.wins. 

No. 8 (Garcez). 
white. 





















































BLACK. 

Black to move and win. 



15 8-3 

23 12 30 

8 3-12 

12 30 21 



12-30 15-18 
21 14 7 2 
30-19 20-24 
14 7 B.wins. 



(a) 23 

(a) 23-32, 15-19, 32-14, 20-24, 14-3 



No. 7 (Garcez). 
white. 



m 


■ 


... „ 


■ 

■ 


M, 


til 


■ 












Hi 












m 







BLACK. 

Black to move and win. 
2-11 25-21 32-5 11-20 



1 28 
12-16 
28 1 
29-25 

1 28 



28 1 
21-14 
1 28 
14-32 
28 1 



1 28 
5-1 
28 32 
16-19 



32 18 
20-27 
18 32 
1-5 



20 16 B. wins. 



No. 9 (Garcez). 
white. 





m 






m 










■ 








m 























BLACK. 

Black to move and win. 



28-10 16-19 
25 21 (a) 17 13 
10-1 19-23 
17 14 14 9 
1-6 6-1 
21 17 9 5 



8-12, &c. B.wins. 



(a) 32-27, 19-23, 27-18, 



23-26 1-19 
13 9 5 1 
26-30 26-31 
32 28 B.wins. 
30-26 
9 6 

-13, &c. B. wins. 



THE DRAUGHTS-PLAYER'S GUIDE. 



No. 10 (Garcez). 
WHITE. 







■ 


m 


■ 




■ 


m 




w 




ill 




w 




HI 


mm 




mm 
M 




mm 




w 






w 




W 




w 




w 










































m 









BLACK. 

Black to move and win. 

2-16 4 8 14-21 25 21 

4 8 16-26 25 30 17-26 

5-14 8 4 26-12 30 16 

8 4 13-22 29 25 12-26 

31-13 4 25 21-17 B.wins. 



No. 12 (Canalejas). 

WHITE. 



• 




















ill 


















H 




































































• 


■ 




< 



BLACK. 

Black to move and win. 

4-8 12-16 3-8 
15 4 20 11 B.wins. 



No. n (Garcez). 
white. 





m 










HI 










W 




¥ 




¥ 






¥ 








m 








m 








m 






















A 




'A 




m 


m 



BLACK. 

Black to move and win. 

15-18 2-6 19-23 30-12 

22 15 21 17 24 19 10 1 

5-9 3-7 23-26 11-15 

13 6 17 14 28 24 1 19 

1-19 7-11 26-30 12-26 

32 27 27 24 14 10 B.wins. 



No. 13 (Canalejas). 
white. 









m 
















.. . 










< ■■■/" 






m 








ft 






















'/ 








- 




f 


PUP 








■ 




■ 
.. 








m 
























< 



BLACK. 

Black to move and win. 

23-26 5-18 7-11 21-3 
31 22 22 15 15 8 B.wins. 



SPANISH DRAUGHTS. 



153 



No. 14 (Canalejas). 

WHITE. 



No. 15 (Canalejas). 
white. 



jjj 




■ 




: 


B 




■ 




m 

,. 


- 


m 




m 


m 


■ 




■ 






















"m 








m 






m 








n 







BLACK. 

Black to move and win. 
12-16 2-7 29-15 7-11 



20 11 
10-15 
17 10 
4-8 
11 4 



4 18 

7-32 
26 23 
32-29 
13 9 



9 5 
15-1 
21 17 

3-7 



14 10 
1-28 
5 1 

11-15 




17 14 B.wins. 



BLACK. 

Black to move and win. 

3- 8 8-31 20-7 2-6 
12 3 (a) 32 27 17 13 24 20 

4- 8 31-20 7-2 6-2 

3 27 21 17 28 24 B.wins. 
(a) 28-24, 31-20, 21-17, 20-7, 17-13, 
7-14, 32-28, then 14-27, &c. B.w. 



No. 16 (Canalejas). 

WHITE. 




No. 17 (Canalejas). 

WHITE. 





m 

■ 


























■ 




m 

m 
















m 




..... 













BLACK. 

Black to move and win. 
11-16 4 25 30-21 15 11 



20 11 

4-8 
11 4 
2-7 



7-30 

28 24 
13-17 

29 25 



24 19 25-29 
17-22 B. wins. 
19 15 
22-25 



BLACK. 

Black to move and win. 

4-22 29-22 20-24 15-4 

32 27 24 19 19 16 B.wins. 

22-29 22-29 29-15 

28 24 27 23 23 19 



154 



THE DRAUGHTS-PLAYER'S GUIDE. 



No. 18 (Canalejas). 

WHITE. 









■ 




Wlli 




m 


■ 




■ 








m 


m 


■ 














m 












m 

■ 
m 




■ 


m 











BLACK. 

Black to move and win. 



12-16 2-7 

23 12 20 2 

20-24 3-8 

31 20 12 3 



1-6 13-31 

2 9 B.wins. 
5-14 

3 17 



No. 19 (Canalejas). 
white. 













m 




m 




■ 






m 


■ /y 
















■ 




m 

■ 












m 












■ 


































m 










BLACK. 

Black to move and win. 

20-24 19 10 1-6 B.wins. 
28 19 3-7 3 17 
11-15 10 3 6-31 



No. 20 (Canalejas). 
white. 























©jjj 








13! 
























m 









BLACK. 

Black to move and win. 



21-25 12 3 
30 21 22-25 
3-8 3 17 



25-30 B.wiNS. 
16 7 
30-26 



No. 21 (Canalejas). 
white. 



















le§§| 


















"I 






US 


@ 
























































BLACK. 

Black to move and win. 

21-14 13-17 22-26 2-7 

18 9 27 23 18 15 11 2 

7-10 17-22 26-31 31-20 

15 6 23 18 (a) 15 11 B.wins. 

{a) 15-10, 31-17, 10-7, 17-3, &c, B.wins. 



SPANISH DRAUGHTS. 



155 



No. 22 (Lorenzo Valls). 
(A useful end-game often occurring in actual play.) 

WHITE. 



4-25 
2 16 
13-2 

16 26 
2-20 

26 17 
25-11 

17 14 
11-15 
14 9 
15-25 

9 14 
20-11 
(i)14 21 



m W////s 



25-30 
21 17 
30-21 
17 31 
3-7 
(2) 31 13 
21-30 
13 2 
11-20 
2 11 
20-7 
12 8 
30-25 

B. WINS. 



BLACK. 

Black to move and win. 



(a) 14 17 
25-21 



17 13 (4) 13 2 
3-7 11-20 



(1) 



2 10 
20-7 



12 8 
21-25 



B. WINS. 



(a) If 14-10, 25-21, 10-6, 3-7, Ac, B. wins; or if 11-9, 11-2, 9-14, 2-( 



14-21, 25-30, Ac., B. wins, 



31 24 
11-18 
24 19 
21-17 

13 6 
18-4 
6 19 



19 6 (3) 13 2 



(2) 



17-22 
6 13 
22-31 

31-27 
19 6 
27-5 



7-10 
2 6 
10-14 

6 1 

4-25 
1 19 



(3) 



(4) 



(6) 



13 6 11-4 (&) 6 24 
21-30 24 6 23-5 
6 24 30-23 24 1 

6-2, 7-10, &c., B.wins. 



31-13 

9 5 
13-9 

5-1 
19 30 

25-4 

4- 25 
1 19 

5- 1 



5 1 
18-25 

1 5 
25-4 

30 21 
1-10 
21 30 

19 30 
25-4 
30 21 



then 
14-17 

B. WINS. 



then 
7-11 

B. WINS. 

1-10 
21 30 
7-11 

B. WINS. 



i 5 6 



THE DRAUGHTS-PLAYER'S GUIDE. 



SPANISH GAMES. 



11-15 
22 18 



No. 

25 22 
12-16 



i. — "Single Corner/ 



15-22 (a) 21 17 



25 18 



-12 



(2) 8-11 ( 3 ) 17 14 
29 25 16-19 
4-8 23 16 
24 20 12-19 
10-15 27 23 



9 6 
25-29 
(c)6 1 
13-17 
1 4 
17-22 
B. WINS. 



9-13 28 19 9-14 

23 16 17-21 18 9 
6-10 26 23 5-14 

28 24 6-10 22 18 
10-17 16 12 14-17 
32 28 2-6 18 14 
1-6 31 27 17-22 

24 19 6-9 14 9 
15-24 (6) 27 24 22-25 

(a) 27-24, 16-19, 23-16, 15-19, 24-15, 9-14, 18-9, 11-25, &c.,B.winb. 

(6) 19-16, 9-14, 18-9, 5-14, 22-18, 14-17, 18-14, 17-22, brings out a 
similar ending — in favour of Black. 

(c) 19-16 forms annexed position, which the old master terminates 
in favour of Black ; but we think he has overlooked a neat draw, as 
follows :— WHITE. 



10-14 
(i)6 1 
14-17 
1 19 
7-10 
16 7 
17-22 
19 1 







SJP 






m 




m 


' m 


m 




m 








m 




' m 














W 
wm 














m 


m 




m 




m 








IP 






m 




m 























3-10 
1 25 
29-32 
12 8 
32-28 
8 4 
28-19 
Drawn. 



black. 
Black to move. 

J) 



6 2 (d) 2 6 6 4 4 25 

14-17 7-10 17-22 29-32 

(d) 2-9, 7-10, 16-7, 10-14, 9-18, 29-2, &c 

(2) 

12-16 10-14 4-8 
29 25 24 19 19 16 
16-20 8-11 6-10 
25 22 .. 28 24 16 12 

(e) The loser ; 9-13 draws. 

(/) Black is compelled to take the two men 



16 11 

32-28 

B. WINS. 



11-16 
22 17 



3-12 
18 15 

(e)8-U (/) 10-28 
12 8 17 3 



B. WINS. 



W. WINS. 



SPANISH DRAUGHTS. 



157 



(3) 



27 24 


20 16 (g) 26 23 


13 6 


15 11 


28 24 


16-19 


11-27 


19-26 


1-17 


21-25 


20-27 


23 16 


32 16 


30 23 


23 19 


11 8 


31 24 


12-19 


15-19 


13-17 


17-21 


25-30 


Equal 


17 14 


16 12 


22 13 


19 15 


8 4 


Game. 


9-13 


7-11 


6-9 


11-16 


16-20 




{g) If 31-27, 19-23, 


26-19, 3-8 


, 12-3, 2-7, 


&c, B. wins ; or if 



11-16, &c, B.wins. 



11-16 
23 18 
(1) 10-14 
26 23 
8-11 



21 17 
14-21 
18 14 

9-18 

22 8 




19 15 
11-18 

8 4 

W. WINS. 



W. WINS. 



(2) 16-20 (a) 8-11 10-19 9-18 4-11 
24 19 19 15 18 14 22 8 27 24 
(a) This is identical with J. Bobertson's Problem, No. 445, in Gould's 
Problems. It is given by both Canalejas and Garcez. 

(2) 

16-19 7-10 12-16 7-16 8-12 (3) 5-9 

24 15 27 24 24 20 25 22 17 13 29 25 

10-19 9-14 3-7 16-20 4-8 

18 15 22 17 20 11 31 27 22 17 Position :— 



(6) 8-11 
15 8 
10-15 
17 10 
19-24 
28 19 
15-31 

(c) 8 3 
31-29 
21 17 




6-15 
13 6 

2-9 
17 13 
15-19 
13 6 

1-10 

3 21 
Equal 
Game. 



BLACK. 

Black to move and draw. 

(b) Garcez continues with 1-5 or 2-7 or 12-16, and White wins in 
every case. 

(c) 25-22, 6-15, 13-6, 2-9, 22-18, 15-22, 26-17, 31-13, &c, Black has 
the better game. 



158 



THE DRAUGHTS-PLAYER'S GUIDE. 



(3) 



14-18 
17 14 
10-17 
21 14 



(4) 



13 6 
1-17 
26 22 



17-26 
30 14 
20-24 
27 20 



19-23 26-30 
14 10 27 24 
23-26 (d) 30-21 
32 27 15 11 



21-16 
20 4 

W. WINS. 



(d) 2-7, 10-3, 12-16, 3-23, 30-1, 24-19, 1-24, 28-19, &c, W. wins. 
(4) 

18-22 6-9 2-18 18-22 22-29 29-11 
13 6 17 14 29 25 30 26 



26 17 



27 24 

W. WINS. 



No. 3. — " Laird and Lady." 



11-15 


15-18 


9-13 


6-15 


8-11 


15-24 


23 19 


26 23 


25 22 


14 10 


32 28 


16 11 


8-11 


13-17 


18-25 


7-14 


5-9 


24-27 


22 17 


19 15 


29 22 


23 18 


24 19 


11 7 


9-13 


4-8 


17-21 


14-23 


15-24 


12-16 


17 14 


31 26 


24 20 


26 10 


28 19 




10-17 


6-9 


2-6 


11-15 


11-15 




21 14 


15 10 


28 24 


27 23 


20 16 


Position : 



10 6 
3 10 
30 25 

21 30 

22 17 




13 22 
6 2 

30 19 
(a) 2 28 
W. WINS. 



WHITE. 

White to move and win. 

(a) Via squares 20, 31, 13, 6 to 28, capturing six pieces, and winning 
the game. 

No. 4.— A Study. 

Showing the power of a king in the rear rank opposed to one in the 
front. 

Before commencing the game, place kings instead of men on 
squares 12 and 30 respectively. 



SPANISH DRAUGHTS. 



!59 



11-16 17 10 (6) 8-11 18 15 19-28 26 19 
21 17 (a) 7-14 22 18 10-19 2a 19 12-23 
(i) 10-14 24 20 (c) 6-10 28 24 16-23 30 16 

W. WINS. 

(a) 6-15, 23-19, 16-23, 26-10, 7-14, 31-26, and White wins the Black 
king next move. 

(&) 3-7, 20-11, 7-16, 23-19, 16-23, 26-19, 12-17, 26-22, 17-26, 30-21, 

W. WINS. 

(c) 3-7, 18-15, 11-18, 20-11, 7-16, 23-19, 16-23, 26-19, &c.,W.wins. 
(i) 

9-14 {d) 10-15 7-14 16-23 8-15 15-24 
25 21 17 10 23 19 27 11 24 19 28 19 

W. WINS. 

{d) If 5-9, or 7-11, or 8-11, then White wins by 23-19, &c. 



No. 5.— "Single Corner." 

Before commencing the game, place kings instead of men on 
squares 2 and 31. 



11- 15 (1) 24 20 
22 18 8-12 
15-22 27 24 
25 18 9-13 

8-11 (6)24 19 

29 25 5-9 

12- 16 32 27 
25 22 10-15 

4-8 19 10 



7-14 
28 24 

6-10 
24 19 

2-6 
22 17 
13-22 
26 17 
10-15 



17 10 

15-22 
31 13 
6-31 
13 2 
31-26 
23 18 
26-23 

18 15 



(a) If 11-8, 1-6, 2-23, 28-4, B.wins. 
(&) If 31-27, Black wins by a neat 



11- 18 11 8 
20 11 18-23 
23-32 12 26 

(a) 2 13 3-12 

12- 16 B. wins. 
13 26 

16-20 
26 12 
20-24 

1 stroke " in the following 



position : — 



13-17 
22 13 
11-15 
18 11 
16-19 



WHITE. 



1 



1 ■•■•«.• 



BLACK. 

Black to move and win. 



24 15 

7-16 
20 11 

2-22 

B. WINS. 



l6o THE DRAUGHTS-PLAYER'S GUIDE. 



24 19 


31 24 


4 18 


30 25 


18 15 


28 24 


8-12 


10-19 


13-17 


31-26 


23-18 


29-11 


27 24 


24 4 


22 13 


23 18 


15 10 


7 3 


16-20 


9-13 


7-10 


26-23 


18-29 


6-9 


19 15 


18 14 


14 7 


13 9 


10 7 


B. WINS. 


20-27 


3-8 


2-31 


6-13 


1-6 





No. 6.— "Souter" (Irregular). 

The pieces to be arranged as in the game 



11-15 


4-8 


15-24 (a) 10-14 


1-10 


1-15 


23 19 


29 25 


28 19 


17 10 


22 6 


26 23 


8-11 


6-9 


11-15 


7-14 


28-1 


15-29 


22 17 


17 13 


27 24 


19 10 


32 28 


20 16 


9-14 


2-6 


14-18 


6-28 


8-11 


12-26 


25 22 


24 20 


21 17 


13 6 


25 22 


31 16 












Equal Game. 



(a) If 9-14, 31-27, 14-21, 27-4, capturing four pieces, and wins. 
No. 7.— Dundee. 

Before commencing the game, place kings instead of men on 3 and 31. 

12-16 9-13 6-15 12-19 7-14 3-14 

24 19 26 22 30 26 18 14 22 17 27 23 

8- 12 10-15 16-19 4-8 13-22 14-27 

22 18 19 10 23 16 14 10 26 10 32 7 

W. Wins. 

No. 8.— "Fife." 
Place the Black king on 1, the White on 31. 

11-15 1-5 1-5 9-13 5-23 16-23 

23 19 31 26 22 18 30 23 27 18 21 17 

9- 14 5-1 15-22 11-16 22-26 31-13 
22 17 {a) 26 31 19 15 31 17 18 14 14 9 

(1) 5-9 8-11 10^26 13-22 (&) 26-31 13-6 
26 23 25 22 17 1 23 18 24 19 1 26 

W. WINS. 

(a) The laws of the game forbid a repetition of moves with the kings 
in this and similar situations when there are eleven or twelve pieces a side 
on the board ; Black is therefore compelled to change his tactics. 

(&) 16-20, 1-19, 20-27, 19-30, 27-31, 14-9, and White has the better 
game. 

(1) 

8- 11 23 18 10-26 30 25 3-8 21 14 
26 23 14-23 19 1 20-16 1 24 W. wins. 

5-9 27 18 5-20 32 27 30-16 

25 22 1-5 31 8 16-30 27 23 

9- 13 17 14 4-11 25 22 16-17 



/ 



SPANISH DRAUGHTS. l6l 



No. 9. — " Switcher." 

In this and the game succeeding, place kings instead of men on 
% 3, 30, and 31. 

11-15 25 21 3-8 26 30 2-9 18 9 

23 19 6-9 25 30 9-2 30 23 7-14 

8- 11 (1) 26 23 8-3 (&) 23 18 10-14 17 10 
21 17 9-14 30 26 14-23 19 10 3-16 

9- 13 (a) 30 25 2-9 27 18 9-2 B. wins. 

(a) This and the succeeding seven moves affords another and a good 
illustration of the rule alluded to in the note to Game No. 8. 

(b) White, having exhausted all his available " waiting " moves, is 
compelled to make a " break." 24-20 makes a better game. 

(1) 

27 23 17 14 26 19 19 16 30 12 15 10 

9-14 10-17 17-26 12-19 7-3 (a) 3-17 

23 18 19 10 31 20 24 15 20 31 21 14 

14-23 7-14 4-8 3-7 2-11 W.wins. 

(c) 3-14, 12-17, 13-22, 31-13, 11-2, 13-22, W.wins. 



No. 10.— " Whilter." 

11-15 ( i)7-ll 15-18 10-15 2-16 

23 19 26 23 25 22 19 10 27 23 

9-14 (2) 5-9 18-25 6-15 16-26 

22 17 17 13 29 22 13 6 30 17 

W. WINS. 

(I) 

5-9 25 22 6-9 23 18 6-2 18 11 

26 23 8-11 26 30 14-23 19 16 7-16 

9-13 30 26 2-6 27 18 11-27 {a) 31 5 

(a) Capturing four pieces. W. wins. 
(2) 

15-18 26 22 20-7 28 19 10-19 23 16 

30 26 2-20 24 20 (6) 7-2 17 10 12-19 

11-15 22 26 15-24 19 15 3-14 (c) 26 17 

W. WINS. 

(6) 8-11, 20-16, 11-20, 19-15, 10-19, 23-16, 12-19, 26-13, W. wins. 



(c) Capturing three pieces. 



ITALIAN DRAUGHTS. 



+ 

INTRODUCTION. 

HE Italian game of Draughts exactly resembles the English 
and Spanish, as regards the board upon which it is played 
and the number of pieces employed, but differs from both in 
several essential points in the method of play, which we will 
briefly summarise. 



FUNDAMENTAL PRINCIPLES. 

1 . A single piece is not empowered to capture a king. 

2. When several pieces are in a position to be captured, it is 
compulsory to take the greatest number and strongest pieces. 

3. In situations where in the English game there is an option 
for capturing with a king or a man, in the Italian it is compulsory 
to effect the capture with the king. 

The characteristic features of the game are given in the fore- 
going summary ; but, like the Spanish, the Italian game is played 
with the " double corner" of the board to the left. In accordance 
with our method of treating the former, we have, however, trans- 
posed and classified the play to suit English requirements. 

Those who may wish to play in the strict Italian fashion the 
games and problems hereafter given, can do so by means of the 
diagrams and instructions given with the Spanish game (p. 147). 



LAWS OF THE ITALIAN DRAUGHTS. 

English rules and regulations govern the Italian game, except 
in such instances where they may happen to conflict with the 
fundamental principles quoted. 

The play which follows is from the works of Lorenzo 
Zonzono, Michael Angelo Lanci, and Doctor C. Mancini, 
and has been carefully selected and revised with a view to clearly 
illustrate the peculiar features of Italian Draughts. 



ITALIAN DRAUGHTS. 



163 



ITALIAN PROBLEMS and ILLUSTRATIVE END-GAMES 
(with solutions). 



No. 1. 

BLACK. 



No. 2. 

BLACK. 



WHITE. 

White to move and draw. 



11 7 


2 6 


2 6 


9 14 


9-6 


10-14 


14-17 


22-26 


7 2 


6 2 


6 9 


14 9 


6-10 


1-5 


17-22 


Drawn 



A 












... 


m 








■ 




■ 








m 

■ 


















■ 














■ 




• 




■ 







































WHITE. 

White to move and draw. 



(a) 12 8 
9-18 



8 11 
18-14 



(a) 14-10, 9-6, 10-7, 4 

B. WINS. 



11 8 8 11 
14-10 Drawn 
12-3, 6-2 



No. 3. 

BLACK. 









































m 








mi 












m 








m 















































WHITE. 

White to move and draw. 

19 15 18-23 13 17 18-23 
11-18 22 13 14-18 22 26 
26 22 23-27 17 22 Drawn 



No. 4. 

BLACK. 

































■ 


f: 





















































WHITE. 

White to move and draw. 

19 23 14-17 13 9 17-14 
18-22 26 30 21-17 30 26 
23 26 17-21 9 13 Drawn 



164 THE DRAUGHTS- PLAYER'S GUIDE. 

No. 5. No. 6. 

BLACK. BLACK. 













m 














w 




m 


■ 


„ 












■ 








® 




























m 

, 




■ 













WHITE. 

White to move and win. 

15 11 3-17 22 29 5-9 
8-15 26 22 17-21 25 22 
10 26 21-25 29 25 W.wins 













m 








ill 


m 




m 












■ 












m 






■,////.■-■/. 
















m 


















• 




• 










m 


















m 









White to move and win. 

18 15 7-16 13 9 13-22 
23-30 31 26 6-13 25 11 
15 11 30-23 22 25 W. wins 



No. 7. 

BLACK. 









































i 








































■ 







WHITE. 

White to move and win. 



No. 8. 

BLACK. 





m 














m 








"ft" 










II® 






















m 








m 









WHITE. 

White to move and win. 



18 15 17 14 30 14 14 9 

12 8 9 6 20 24 8 22 10-19 10-17 13-9 6-13 

18-27 2-9 27-11 W. wins 3 8 8 12 22 18 18 14 

1-10 21-25 9-6 W.winb 



ITALIAN DRAUGHTS. 



I6 5 



No. 9. 



BLACK. 




WHITE. 



White to move and win. 

18 15 27 31 25 22 13 9 

10-26 9-18 5-9 6-10 

11 7 31 6 6 13 22 18 

3-10 17-21 1-6 W. wins 



No. 10. 

BLACK. 



HI •HI 


m 

■ 




■ 


m 








m 


W 


m 

■ 




pip 


■ 














m 









WHITE. 

White to move and win. 

23 26 6 9 15 11 30 25 
22-29 5-14 16-7 W. wins 



No. 11. 

BLACK. 





Is 














@ 










mm 














© 
















■ 








■ 

































WHITE. 

White to move and win. 

16 11 10-19 3 1 24-28 
23-16 26 3 19-24 27 32 
30 26 16-7 31 27 W. wins 



No. 12. 

BLACK. 







■ 










m 








■ 














m 




















m 




m 




m 






... . 


















m 











WHITE. 

White to move and draw. 



11 7 17-10 30 26 16-20 
10-3 27 24 12-16 31 27 
32 27 26-17 26 23 Dbawn 



i66 



THE DRAUGHTS-PLAYER'S GUIDE. 



No. 13. 

BLACK. 



No. 14. 

BLACK. 



illi 




6 

■ 








B 


m 
















e 






■ 




■ 












W 









■ 












: 








HP 
















■ 





J 


9 












; 




Hi 




H 




© 








SF 




9 






■ 


« 


■ » 


■ 




















1 


II 











WHITE. 

White to move and win. 



31 26 
22-29 
26 22 
18-25 
13 9 
14-5 



2 6 

5- 9 
6 13 
1-6 

13 9 

6- 10 



9 14 23 27 
10-15 24-28 
14 18 27 32 
15-19 W.wins 
18 23 
19-24 



WHITE. 

White to move and draw. 

9 14 14 23 15 13 31 26 

16-23 2-9 22-26 Drawn 

31 26 10 7 13 31 

23-30 3-10 21-17 



No. 15. 

BLACK. 

























■ 




■ 






A 






m 






































■ 




9 






W 




■ 




■ 




m 


HIP 


m 














m 




m 






■ 



WHITE. 

White to move and win. 
26 23 30-16 22 26 25-22 



15-6 
30 26 
21-30 
23 19 



20 18 
17-21 
18 22 
21-17 



17-21 
32 27 
21-25 
26 30 



27 23 
13-17 
23 26 

W. WINS 



No. 16. 

BLACK. 



A 




■ 








9 


, , 

m 


. ../,. , 


■ 












■ 






































■ 



WHITE. 

White to move and draw. 
2 7 16 11 15 22 22 25 



4-8 
7 11 
8-12 
11 16 
3-7 



7-10 
11 15 
10-14 
13 9 
14-18 



5-14 
22 18 
14-17 
18 22 



12-16 
25 22 
16-19 
22 25 



17-21 Drawn 



ITALIAN DRAUGHTS. 



I6 7 



ITALIAN GAMES. 



No. 1.— "Whilter." 



11-15 


16-20 


12-19 


15-18 


20-27 


27-31 


23 19 


32 27 


23 16 


30 26 


31 24 


11 7 


7-11 


5-9 


4-8 


18-22 


15-18 


31-27 


22 17 


17 13 


(6) 16 12 


26 23 


16 11 


7 2 


9-14 


2-7 


11-16 


8-11 


7-16 


27-24 


25 22 


22 17 


26 23 


24 19 


24 20 




11-16 


8-11 


16-19 


11-15 


18-27 




27 23 


19 16 


23 16 


27 24 


20 11 





And we have the position on diagram following. It is an exceedingly 
fine illustration of the critical points of Italian end-play : — 



(1) 19 16 
24-19 

(2) 16 11 
19-15 

(3) 11 8 
15-11 

(4) 29 25 
11-4 
25 18 
14-23 

2 7 
10-14 
17 10 

6-15 
13 6 



19 15 
10-19 

12 8 
19-12 

8 4 





m 








m 


^^^^ 


















JjJF 




m 


■ 


m 








m 






m 














m 


hhp 
jiiif 








111 








m 








m 




















m 

















WHITE. 

White to move and draw. 



17 10 

6-15 

12-16 
2 7 
10-15 



13 6 
1-10 

17 10 
15-19 
4 8 



(1) 



(2) 



2 7 
10-14 

3-15 
13 6 
1-10 



(3) 



2 7 22-26 25 22 "" 1-5 
15-8 29 25 31-27 20 16 
28 24 26-31 24 20 (a) 27-24 
1) If 8-11, 12-8, 3-19, 7-32, W. wins. 



7 10 

14- 18 

7 14 

15- 18 
14 23 

22 18 
14-23 
7 14 



1-10 
7 14 
15-18 

14 17 
23-27 
17 22 

3- 7 
22 15 

7-11 

15 8 

4- 11 
21 17 
27-32 
Drawn 



10 14 

24-20 
B. WINS 

16-20 
23 16 
20-4 

B. WINS 

6-10 
14 7 
24-20 
B. WINS 



THE DRAUGHTS-PLAYER'S GUIDE. 



(5) 28 24 
11-4 
2 7 
4-8 
24 19 



8-4 
7 11 
22-26 
11 16 
26-30 



19 15 
10-19 

16 23 
4-8 

17 10 



(4) 



6-15 
13 6 

1-10 
23 18 
15-19 



18 15 
30-25 
15 6 
25-22 
6 9 



(5) 



8 4 4 8 21 17 "" 13 9 

22- 26 18-15 9-14 10-15 31-27 
28 24 29 25 2 18 6 2 6 1 
26-31 15-18 15-29 15-19 27-23 
24 20 8 11 10 6 9 6 15 
11-16 10-15 1-10 19-23 23-19 

2 7 17 10 13 9 6 1 5 1 

31-26 18-22 29-25 18-15 19-16 

4 8 11 18 17 13 15 2 6 

26-23 22-15 25-22 23-26 11-7 

84 72 96 59 15 

23- 18 16-11 22-18 26-31 7-2 

(&) Black crowns this piece, and eventually wins by superior force, 

(6) 



8-11 
9 13 
11-7 
21 17 
7-10 

B. WINS 

6 9 

15- 19 
5 1 

16- 11 
9 13 

11-8 
1 5 
(b) 3-7 

B. WINS 



26 23 


15 8 


20 11 


(/)14 9 


9 6 


29 25 


8-12 


12-19 


12-16 


22-26 


25-21 


15-10 


23 19 


31 15 


11 7 


30 23 


6 9 


25 21 


14-18 


3-12 


16-19 


27-18 


21-17 


10-6 


17 14 


13 9 


7 2 


9 6 


9 6 


21 17 


10-17 


6-13 


19-23 


18-22 


17-13 


9-13 


(c) 21 5 


28 24 


2 6 


6 9 


6 10 


2 9 


18-23 


13-17 


23-27 


21-25 


22-18 


13-6 


27 18 


24 20 


6 9 


9 6 


10 6 


17 14 


(d) 15-22 


17-21 


27-32 


25-30 


18-15 


6-10 


19 15 


15 11 


9 14 


6 9 


6 2 


14 9 


(e) 20-27 


7-16 


32-27 


30-25 


13-9 


10-6 



B. WINS, 



(c) Compulsory. 

(d) 20-27, 31-24, 11-27, 18-2. W. wins. 

(e) 11-18, 30-26, 20-27, 26-17, 12-19, 31-15, 18-22, Ac. B. wins. 
(/) 14-18, 27-23, 18-25, 23-26, 25-2, 26-17, &c. B. wins. 



No. 2. — " Old Fourteenth " (Irregular.) 



11-15 


11-18 


10-17 


7-11 


14-17 


27-20 


22 17 


17 13 


31 26 


19 16 


9 6 


16 7 


9-14 


14-17 


8-11 


12-19 


18-22 


20-16 


23 19 


21 14 


27 23 


23 7 


26 23 


19 15 


8-11 


10-17 


1-6 


2-11 


22-26 


10-19 


25 22 


24 20 


32 27 


13 9 


6 2 


2 6 


4-8 


17-21 


6-10 


5-14 


26-31 


Dkawn 


29 25 


26 23 


25 22 


22 13 


23 19 




15-18 


6-10 


11-15 


15-18 


31-27 




22 15 


23 14 


27 24 


13 9 


20 16 





ITALIAN DRAUGHTS. 



No. 3. — "Single Corner." 



11-15 


Ifi 90 


10-19 


5-14 


15-18 


97 93 


22 18 


19 16 


32 28 


31 26 


17 10 


6 2 


15-22 


10-14 


20-24 


2-7 


18-27 


1-6 


25 18 


16 12 


27 20 


26 22 


21 17 


2 9 


8-11 


11-16 


6-10 


19-26 


16-19 


11-16 


29 25 


28 24 


22 17 


30 23 


17 14 


20 11 


4-8 


8-11 


9-13 


10-15 


27-31 


19-24 


25 22 


24 19 


18 9 


17 10 


14 9 


B. WINS 


12-0.6 


7-10 


13-22 


7-14 


31-27 




24 19 


19 15 


26 17 


22 17 


9 6 






No. 4 


— " Cross " (Irregular). 




11-15 


2-6 


10-14 


10-15 


3-10 


23-27 


23 19 


26 23 


31 26 


23 16 


14 7 


14 30 


8-11 


15-18 


7-10 


12-19 


6-10 


5-21 


27 23 


32 27 


24 20 


26 22 


7 2 


30 26 


4-8 


1-5 


11-15 


14-18 


10-15 


22-25 


23 18 


25 22 


19 16 


22 17 


2 7 


26 22 


9-14 


18-25 


12-19 


18-22 


23-26 


25-29 


18 9 


29 22 


23 16 


17 14 


7 10 


22 26 


5-14 


14-17 


15-19 


15-18 


15-19 


27-31 


22 17 


21 14 


27 23 


21 17 


10 14 


Dbawn 


6-9 


9-25 


8-12 


19-23 


19-23 




17 13 


30 21 


16 11 


11 7 


13 9 








No. 5.- 


-"Kelso." 






10-15 


7-11 


1-19 


16-20 


16-19 


18-9 


24 19 


29 25 


23 16 


31 27 


17 13 


7 3 


15-24 


16-20 


8-29 


4-8 


20-24 


24-27 


28 19 


21 17 


16 11 


27 23 


13 9 


3 8 


9-13 


11-16 


3-7 


12-16 


6-13 


19-24 


22 18 


17 14 


26 22 


23 18 


14 10 


8 15 


6-9 


20-24 


7-16 


8-11 


25-22 


27-31 


25 22 


27 11 


30 25 


25 21 


18 14 


28 19 


11-16 


13-17 


2-6 


29-25 


22-18 


13-17 


19 15 


22 6 


32 28 


22 17 


10 7 


B. WINS 







No. 6.—' 


' Cross." 






11-15 


18 15 


12-16 


23 16 


9-13 


2 11 


23 18 


9-14 


24 20 


15-19 


24 20 


32-28 


15-19 


27 24 


7-11 


26 23 


13-22 


16 12 


24 15 


5-9 


31 27 


19-26 


27 24 


28-19 


10-19 


32 27 


11-18 


30 23 


18-27 


11 15 


22 17 


2-7 


20 11 


3-7 


25 2 


W. WINS 


7-10 


27 23 


8-15 


28 24 


27-32 





170 



THE DRAUGHTS-PLAYER'S GUIDE. 



No. 7.— "Single Corner." 



11-15 4-8 


9-14 


25-29 


8- 


-11 


15-24 


22 18 24 20 


18 9 


30 25 


16 


12 


28 19 


15-22 12-16 


11-25 


14-18 


10- 


-15 


22-17 


25 18 27 24 


26 22 


22 6 


23 


19 


19 15 


8-11 (a) 16-19 


5-14 


29-22 


7- 


-10 


10-19 


29 25 23 16 


32 27 


31 27 


19 


16 


B. WINS 


10-15 15-19 


6-10 


1-10 


2- 


-7 




25 22 24 15 


27 23 


27 24 


24 


19 





(a) This position is familiar to English players as the " Goose Walk ; " 
it is also to be found in Spanish treatises ; and in all cases it is a forced 
win for the Blacks. 



No. 8.— "Bristol." 



11- 16 
24 20 
16-19 
23 16 

12- 19 
27 23 

8-12 
23 16 
12-19 



32 27 

4-8 
27 23 
8-12 
23 16 
12-19 
31 27 
7-11 
27 23 



19-24 
28 19 
11-15 

19 16 
15-19 
16 11 
19-24 

20 16 
24-27 



16 12 
27-31 
11 8 
31-27 
22 18 
10-15 
18 11 
27-18 
8 4 



18-14 
(a) 4 8 
14-10 
26 23 
10-7 
25 22 
7-16 
29 25 
9-14 



22 18 

5-9 
25 22 
16-19 
30 26 
19-15 

8 4 
15-11 

B. WINS 



(a) Losing valuable time ; 12-8, 3-12, 11-8, 14-10, 8-3, &c, and we 
think White should draw. 



LALLEMONT'S DRAUGHTS-BOARD. 




The form of Draughts -board here illustrated is the invention 
of the French author whose name it bears, and shows that a 
chequered board is really unnecessary to play the game, and 
contains 32 useless squares. 



POLISH DRAUGHTS. 



INTRODUCTION. 

OLISH Draughts is of a more complex character than any 
of the varieties we have previously treated upon, and being' 
played upon a board of larger dimensions (100 squares), and with 
nearly double the number of pieces (20 a-side), it follows as a 
matter of course that there is greater scope and variety of play 
in the game. 

At the present day it is chiefly practised in France, Belgium r 
and Holland, and has entirely superseded the English game, 
which latter is often referred to by French writers as the ancient 
French game. 

A form of the game played on the smaller board is also prac- 
tised in Germany and Russia, and is known as Minor Polish 
Draughts. 

A major form of the game is extensively practised amongst 
the soldiers of the British army in India. This is played upon 
a board of still larger dimensions (144 squares), with 30 pieces 
a-side, and is known as "checks." 

In both these latter-mentioned varieties the movements and 
powers of the pieces are the sarne as in Polish Draughts proper,, 
which we will now proceed to describe. 

The two diagrams following show the board and men 
arranged for play, and the notation employed to register the 
games : — 



POLISH DRAUGHTS. 1 73 



ARRANGEMENT OF THE PIECES. 





m 




m 


e 








e 








m 




HI 










m 




m. 












m 






■ ®\ 








@ 


III 





























■ 3 






















® 






m 




























r • 




m 



















White" occupies the lowest numbered squares at the com- 
mencement of the game, and invariably takes the first move. 



THE BOARD NUMBERED. 



9 


IIP 91 IB 93 


|jp 95 |jp 


97 




9 


S 


80 ; 82 


84 lip 86 








7 






7 


■ 




6 


60 jjj 62 jjj 






68 




5 


51 , 53 




57 


Hp 


59' 


4= 
3 


40 Jj| 42 jjj 


4 111 46 




48 


39 


2 


20 ISP 2 B 


24 |jp 26 




28 




1 






17 




1/ 





Y'jjjj 02ljjjj 


04 jjjj 06^ 




08 


1 
















12 3 


4 5 6 


7 


8 


9 



As an assistance to playing over the games it may be pointed 
out that the even-numbered squares are all in one system, and 
the odd-numbered ones in the other; and that, further, the posi- 



174 THE DRAUGHTS-PLAYER'S GUIDE. 

tion of each square upon the board is indicated by its number, 
as, for instance, 75 — the 5th square in the 7th rank, counting 
upwards from 0. 

In playing over the games and solutions hereafter given, the 
figures 75-86, &c, should be read as seven-five to eight-six, 
&c, thus indicating the situation of the piece as in the seventh 
rank, fifth square, &c. This will be found a great help towards 
becoming familiar with the topography of the board. 



ESSENTIAL POINTS OF POLISH DRAUGHTS. 

The essential points of difference from the English game may 
be briefly stated as follows : — 

1 . A pawn (single man) though it can only move forwards can 
capture backwards ; its powers in this respect being equal to i 
that of a king in the English game. 

2. When a pawn in capturing reaches the crown head, 
should there be a piece or pieces en-prise it is not entitled to' 
stop there and be crowned as in the English game, but must 
continue the capturing play until completed. 

3. It is compulsory in every case to capture the greatest 
number of pieces in situations where there are a diverse number 
of pieces en prise in different directions. 

4. The powers and movements of the king are exactly the 
same as in the Spanish game (see explanatory diagram, page 
148) ; it can move over any number of vacant squares in a 
diagonal direction from the square upon which it stands ; pro- 
vided the way is clear it can jump from o to 9 at one move, or 
can be placed upon any of the intermediate squares — at the 
option of the player. 

5. A king has the power to capture any piece of the opposite 
colour on the diagonal he commands, irrespective of intervening 
vacant squares, provided there is one or more vacant squares 
behind the pieces captured ; and should there be a piece or 
pieces en prise on a diagonal crossing any of the squares upon 
which he would otherwise alight, he must turn off at the angle 
and effect the capture, continuing the movement so long as he 
has a piece to take. 



POLISH DRAUGHTS. 



175 



A study of the position on the diagram following will enable 
the learner the better to grasp all the points enumerated in the 
foregoing : — 



ill 








m 




H 




H 






HHP 

mm 






m 


wm 




w 
mm 










HP 




up 
HI 






m 












w 














■ 




m 


m 


■ 




■ 


m 














































m 






















m 




m 















0123456789 

White to move and win. 



White plays the king 19-46, Black is compelled to capture the 
four pieces by 20-28, White thus clears the board by 46-39, 
touching squares 68, 95, 62, and en route. Or White has an 
alternative win by 19-28, Black is then compelled to capture the 
three pieces by 20-06 (crowning the piece on 06), White then 
moves 28-39 {not 28-19, or Black would jump to 39, winning). 
Black captures the pawn by 06-28, and White clears the board 
by 39-24, touching squares 17, 62, 95, and 68 en route. 



LAWS OF POLISH DRAUGHTS. 

The laws of English draughts, altered to conform with the 
foregoing exceptions, govern the Polish game. 

When one king having possession of the centre diagonal 
(0-9) is left opposed to three, the game is declared a draw, after 
two moves have been made to show that no stroke is possible. 



i 7 6 



THE DRAUGHTS-PLAYER'S GUIDE. 



TOPOGRAPHY OF THE BOARD. 

1. The squares on the side of the board are called side 
squares. 

2. The diagonal line, composed of 10 squares, o to 9, is called 
great line, or central line. 

3. The two lines of nine squares ending at the double corners 
are called the double dia°o?ial. 

4. The rectangles of squares, the parallel sides of which are 
formed by diagonal lines of equal extent ending on the borders, 
are called slides. These are four in number, and each has a 
circuit of 18 squares. 

First Slide : The "2-9," limited by the "double corners," 
and consisting of the double diagonal. 

Second Slide: The "4-7," formed by the four lines ending 
on squares 06, 60, 93, and 39. 

Third Slide : The "5-6," formed by the four lines ending on 
squares 04, 40, 95, and 59. 

Fourth Slide: The "3-8," formed by the four lines ending 
on squares 02, 20, 97, and 79. 

The Slides play an important part in end games of three 
kings versus one, and are the basis of the most numerous and 
hidden traps to capture the single king. 



GENERAL ADVICE. 

Polish players are distinguished by two different styles of 
play : some play for position, others aim more particularly at 
strokes, but the former is considered by all good players as the 
soundest principle of play. A good player does not interrupt his 
combinations to run after strokes, but at the same time he is 
able to see and take advantage of them when they occur. 

Whatever be the strength of your opponent, play the opening 
moves towards the centre of the board in preference to the sides. 



POLISH DRAUGHTS. 



177 



Play for position in preference to strokes ; the act of properly 
disposing the men should be the first study, as much to learn 
how to avoid strokes as to keep your moves free. 

If your game is too open you will be exposed to many strokes. 

The pawn 04 should be moved only when absolutely neces- 
sary ; it is often of great use in end games. 

It is advisable not to move the pawns 05 and 04 until after 
those on the "single" and "double corners," o and 08. It is 
important not to have the squares 06 and 08 both vacant at an 
early stage of the game. 

Preserve as long as you can the triangle formed by the pawns 
02, 04, 06, 13, 15, and 24. 

When in course of play you are compelled to break the 
triangle, preserve as long as you can the four pawns 24, 13, 15, 
04 ; and when this position has to be broken, preserve the pawn 
04 to the last. 

The foregoing are broad principles to be followed so far as 
circumstances permit. 

The examples of play which follow have been carefully 
selected and revised from Mons. Nicod's excellent articles on 
Polish Draughts, published in the Weekly Supplement to the 
Leeds Mercury, and various other sources. 



i ;8 



THE DRAUGHTS-PLAYER'S GUIDE. 



POLISH 

ELEMENTARY END-GAMES and PROBLEMS 

(with solutions). 

The terms to each problem are, "White to move and win." 
White occupies the bottom of the diagram. 

To save space, only that portion of the board necessary to 
illustrate the position is given. The figures at the foot of each 
diagram show at a glance what has been omitted, and, with the 
assistance of those at the side, will enable the reader to readily 
locate the numbers of the squares. The sign "X4" or"x3" 
attached to some of the moves, indicates the number of pieces 
captured, as a guide to the learner. 



No. 1. No. 2. 















IP 










■ 


m 


■f 








..,1 
















/ '' V " 








it 




■ 


m 














',/f 






... ,. 






































m 




BP 




B. 


11 * 


■pi 





































































1 


2 


3 4 


5 6 


L 


2 3 


4 5 6 


7 8 


9 



26-35 2-3 31-53x5 3-4 79 57 68-7 5 46 

46 24 24 42 W. wins 5 3 51-60 75 64 9-4 

Capturing the five Blac : 35-46 73 51 7-8 46 37 

pieces. 57 35 60-68x4 64 5 4-17 

59-68 84 75 8-9 W.wins 



i8o 



THE DRAUGHTS-PLAYER'S GUIDE. 





POLISH DRAUGHTS. 



181 



No. ii. 



No. 12. 



jjje 




m 






11 


■ ; 




pB 

B® 




... :. 


m 

■' ■ 

y ... „ 




IIP 






®H 
ii® 


WW//// 


m 




m 


/^ik. 

■® 


'/■■/■■■■//' 


B 






.. . 








m 


B 






mi 














m 




m 






m 
















■ 





















0123456789 
35-46 5 3 62-40 W. wins 
(a) 57 31 53-64 80 62 
3-4 75-53 51-9 
(a) Compulsory. 











B 












% 


hp* 


Ji 






. 




B 


■ 










®B 




B 




m 


m 


*p 


■ 
































■ 











23456789 
46-57 3-95 x 3 
(a) 68 64 W.wins 
(a) Compulsory. 



No. 13. 



No. 14. 







- 




mm 






m 






SP 


m 










■ 




' ■ ■■ 










m 




















JJP 








m 


■ 


m 


m 












. . 








\ 








■ 










m 




B 



















2 3 
64- 























e 




















1 












































m 


, 






























© III lit 









6 7 8 

-5 5-91X2 
59 W. wins 



123456 78 
13-2 02-24 24-35 37-9x5 
31 13 20 02 02 46 W.wins 



a82 



THE DRAUGHTS-PLAYER'S GUIDE. 
No. 15. No. 16. 















SSI 




■ 


f B r 


■ 














11 




■ 










mm 


: 




11 






' ■ 

m 


|P 




«■ 


















111 

















1 


2 


3 4 


5 


6 7 



2-31 
20 24 



04-13 
5 3 



13- 
W, 



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04-15 20 42 17-26 W. wins 
51 3 15-24 15 37 
06-17 3 15 28-82x5 



No. 17. 



No. 18. 











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2 3 4 


5 


6 


7 


8 


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1 


2 


3 4 5 6 


7 


8 


9 



28-06 06-39 68-7 39-57 
(a) 9 9 9 48 W. wins 
(a) 9-1, 57-39, W; wins. 



28-37 
46 28 
39-48 



59 15 
06-24 
28 06 



24 
06 42 
31-97x6 



W. wins 



POLISH DRAUGHTS. 



No. 19. No. 20. 




23456789 01234567 8, 9 

4-53 97 75 39-57 9 8 2-31 6-7 79-93x3 93-6 

42 64 46-57 64 5 57-68 40 8 9 8 W. wins 



7-86 75 48 04-15 W. wins. 



No. 21. 




No. 22. 




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2 3 

26-37 
48 04 


4 5 

24-35 
04 62 


6 7 

35-93 x 3 

W. WINS 


8 9 




12 

28-37 
48 08 


3 4 

51-62 
08 71 


5 6 7 
60-68 x 4 

W. WINS. 






No. 25. No. 26 (Van Vught). 




123456789 0123456789 
6-1, 7-9, 1-0. W. wins 46-5 73-84 59-68 68-39x5 



57 79 93 75 (a) 57 48 W. wins 
5-6 42-51 19 28 
75 57 40 62 39 35xz 
(a) 2-13, 68-02, 62-53, 02-1, &c. W. wins. 



POLISH DRAUGHTS. 



I8 5 



No. 27. 



No. 28 (BOUTIGNY). 























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42-53 
64 20 
60-71 
80 62 



5-64 
73 5 

2-31 
20 42 



3-95x3 95-24x5 
5 15 W. wins 
59-68 
7 59 



No. 29 (Boutigny). 



86-97 97-64 40-51 64-53 
46 37 37 26 62 40 W.wins 



No. 30. 





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2 3 4 5 
24-3 68 57 
42 68x3 26-35 
15-51 79 68 
7 35-4 
51-9x3 5 
a) 68-59, 48-57, 46- 
N 



6 7 8 9 

9-4 (a) 84 75 
57 46 48-57 
39-48 46 37 
93 84 57-79 

4-08 W.wins 
68,08-19. W.wins 



1 2 

62-71 
60 82 
26-37 
46 06 
80-91 



06 3 48-57 20 1 
91-0x5 31 2 51-84 
31 20 0-51x2 W.wins 
39-48 79 68 
40 31 59-7 







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THE DRAUGHTS-PLAYER'S GUIDE. 

No. 32. 











HI 


















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wm 








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5 6 7 8 9 


12 


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5 6 7 8 9 








82-91 


5 4 


2-3 46 35 


19-28 


59 7 


24-3 W. wins 


19 37 


26-80 


6 5 80-59X2 


4 26 


02-1 


24x4 


06-17 


46 37 


3-42 19 08 


57-68 


2 


37-91x5 


26 08 


1-20 


5 46 59-26 








91-80 


37 28 


80-08 08 31X2 








08 71 


13-2 


57 48 20-42 








80-26 x 4 


28 19 


08-80 W. wins 



No. 33. 













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No. 34. 













































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24-3 2-31 46-57 79-97x7 
53 20 20 02x3 02 68x2 W. wins 



012 3 456789 

28-37 64 42 4-5 4 26 
46 28 3-51 6 4 15-91x6 

42-53 60 42 24-35 W.wins 



POLISH DRAUGHTS. 



I8 7 



THREE KINGS v. ONE. 



9 


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White to move ; Black draws. 



When the king occupies the long diagonal, the game, after two moves 
a side have heen played to show that no coup was at maturity, is relin- 
quished as drawn. With beginners only is this end-game ever played, 
and to them one or two experiments suffice to teach the whole secret, and 
enable them to defend the position and draw against the most skilful 
player. To any learner the following will at once make clear the reason 
of the precept, never to venture beyond the square next to either single 
corner. At the same time, the traps successively pointed out, which he 
baffles in this instance by simply remaining on his four squares of safety, 
will give him a first insight into the snares against which, when he has 
to move on other lines, he will have to exert great care and vigilance. 



04-26 


1 


17-06 


9 


57- 


-46 


(e)8 9 


9 8 


93-48 


9 


59-37 


9 





46-37 


06-39 


1 


35-24 


9 


28- 


-19 


9 8 


(a) 8 


48-59 


1 


37-04 





9 


60-06 


39-93 


(c)l 


24-57 


{d)9 8 


04- 


-15 


(/) 8 9 


(6)0 1 


08-17 


9 


39-28 


9 


8 


Dkawn 


26-35 


9 


06-39 


8 9 


15- 


-60 





(a) If he moved to 3 he would avoid the threatened shot 39-6, but 
fall into a trap by 26-15, 08-17. 
{b) Trap on 5 by 93-82, 08-19. 

(c) Trap on 2 by 35-13, 08-26. 

(d) Trap on 7 by 57-68, 39-48. 

(e) Trap on 4 by 60-71, 19-08. 
(/) Trap on 6 by 37-48, 19-28. 



i88 



THE DRAUGHTS-PLAYER'S GUIDE. 



POLISH GAMES. 

It should be observed in the games which follow, that the 
names of the Openings refer to some characteristic position 
formed after a few moves are made, without regard to the exact 
order or direction in which they are played. 



No. i. — " Pioneer, 53-31." 
3-42 48-59 20-42 59-7 35-4 0-1 

64 5 62 53 68 57 86 68 68 59 (&)57 46 

37-48 31-40 2-3 1-2 26-37 Position. 

73 64 (a) 53 31 7 68 97 86 79 68 
(a) Forms the opening. 



42 24 
13-97 X 4 
71 62 
28-46 
86 7 
97-71X2 

W. WINS 



(&) 



0123456 7 89 
If 86-7, 0-1, 57-46, 37-48, W. wins by the same stroke. 



No. 2.— The "Fork." 

37-46 73 64 2-3 6 5 28-39 71 62 

64 53 26-37 51 40 39-48 7 6 46-57 

(a) 3-42 62 51 1-2 68 59 17-28 86 7 

(a) Forms the opening. Position. 



POLISH DRAUGHTS. 



57-68 
79 57 
37-46 
59 37 
46-86 
95 7 



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31-40 
68 59 
2-31 



No. 3. 

7 68 
1-2 

8 7 



-The 
0-1 

6 5 
35-46 



Merchant of the Wood." 

7 6 17-26 62 53 
26-35 8 7 (a) 3-42 
9 8 08-17 97 8 



(a) Forms the opening. 



35-4 
57 35 

4-6 
75 57 
26-62 
71 53 

3-4 





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190 



THE DRAUGHTS-PLAYER'S GUIDE. 



No. 4.— " Pioneer, 68-57." 
(By Mr. J. Wyllie, Champion of the World at English Draughts.) 



35-46 


46-68 


3-4 


17-26 


48-59 


39-48 


60 51 


7 59 


53 35 


80 71 


82 73 


84 75 


31-42 


37-48 


24-46 


13-24 


24-35 


Position. 


51 40 


59 37 


6 5 


62 53 


91 82 




20-31 


26-48 


28-37 


02-13 


13-24 




(a) 68 57 


62 53 


71 62 


73 62 


75 6 





(a) Forms the opening. 



2-3 
40 4 
42-51 
62 40 
48-57 

6 48 



59-68 
79 57 
37-59 
5 37 
26-80x5 

W. WINS 



0123456 7 



31-40 
68 59 
2-31 
7 68 



No. 5. 



Double Tie. 



35-4 
64 5 
1-2 
8 7 



39-48 (a) 31-42 

60 51 68 57 

28-39 20-31 

71 60 79 68 



02-1 
97 8 
17-28 
82 71 



08-17 
91 82 
24-35 
Position. 



(a) Forming, by the occupation of squares 40, 42, 4, and fixing of 
the two black pawns on 51 and 5, the " Double Tie" opening. 



POLISH DRAUGHTS. 



IQI 



5 46 
37-5 
59 37 
(fc)28-46 
68 59 
46-68 
59 48 
39-57 

7 59 

5-7 
86 20x5 

B. wins 













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(6) . 
26-48 
62 53 
40-62 
73 51 

4-40 

6 08x3 
48-6 
75 57 

B. WINS 



12 3 


4 5 


6 7 


8 9 


No. 6. — " Cross. "- 


-(By M. Victoe Nicod.) 


51 40 31-42 


71 53 


37-46 


7 68 


13-24 M82 71 (o)46-57 


5 37 


15-26 


68 59 20-31 


68 46 


26-48 


9 8 


[ 17-26 93 82 


35-57 


59 37 


26-35 


i 7 68 1-20 


6 48 


28-46 


8 7 


02-13 (f)62 53 


39-57 


8 7 


08-19 


71 62 4-62 


84 73 


19-28 


Even game. 



3-4 

64 5 
(a) 24-3 

73 64 
(&) 35-46 

(c) 62 51 

(d) 26-35 

(a) Had lie advanced from 2 to 3, White would have lost two men 
by the well-known tyro's stroke, Black plaving 5-46, followed by (if 35-57, 
68-46, then) 62-53, 6-40, and 73-51. 

(b) Chaining up the Black men on 64 and 6. This move defines th e 
opening. 

(c) Many players would, according to Ailes' advice, make an exchange 
at once, and free their men. I see no hurry for this until the 10th move 
is reached. It should not be, however, delayed beyond this point, as 
later on it could not be effected without loss. Within that limit, the 
break up at an earlier or later stage has no other effect but to give a 
different turn to the game. 

(d) 13 to 24 played here would lose two men, by Black playing 51-42, 
followed by 60-42, 64-42 (or vice versa, according to which way White takes 
first), then 75-31. 

(e) He cannot advance to square 7 without losing a man by a cross 
cut. He could exchange by 68-57 or 64-53, but there is no urgency. 

(/) Best move. 62-51 loses a pawn by 42-53 ; 68-57, if" followed by 
59-7 loses a piece, if followed by 79-57 loses 2, White playing 46-6S, 
followed in the first case by 42-51, 3-73, 73-5, 20-02, &c, and in the 
other case by 37-46, 28-68, 42-51, 3-5, takes three. 



ig2 



THE DRAUGHTS-PLAYER'S GUIDE. 



(g) Urgent. Should he lose time by moving either to 1 or 17, Black 
would play 84 to 72, and White could not then free himself without 
losing a man. 

No. 7. — "Black Cross." 

(Played at Paris, 1889, between Messrs. L.'Mathis & Zimhermann.) 



of A 


en qo 


1 OA 


tC7 A ft 
Ol 4o 


1 Q OQ 

iy— zo 


70. CA 
1 O 04 


Q.A C 
04 


A O CA 
4Z— OU 


Co eft 

Oo Dy 


Q.Q K.7 

oy— D 1 


9.Q 1 7 


A KQ 
4— Do 


OR OK 


RA 

04 DO 


O/f 9K 

Z4— oD 


A /I ft 
4o 


OA HQ 
40— UO 


AA AO 
04 4Z 


/a Oi 


/I AO 
4— OZ 


Q H 
O / 


f\A 1 K 

U4— ID 


OK ftA 

yo oO 


QK AA 
oD— 40 


1 1 OR. 

I (— zo 


70 CI 

< Dl 


1 5 OA 
10— Z4 


Aft KOt 

Oo Dy 


nft 1 7 
Uo— 1 / 


C.7 

D < oD 


ln\ AA KQ 
[Cl> 04 Do 


AO AO 
OU— 4Z 


7 Aft 
/ Do 


1 ^ OR 
IO— ZO 


Aft ^7 
OO I 


Aft 
oy— 4o 


no 1 U 


K AR. 
O 40 


1 K OA 
ID— Z0 


ftA 7 
OO i 


AA AQ 
40— Oo 


OA 
oD 44 


7K. AA 


37 K. 
O 1 —O 


Q Q 
V O 


3—4 


KQ 7 


48—59 


31-42 


6 08 


26-37 


48 39 


13-24 


82 73 


53 31 


1-20 


8 7 


42-53 


79 68 


59-68 


20-42 


08 71 


02-13 


71 60 


42-51 


7 59 


62 51 


06-17 


7 6 


31-42 


60 46 


79-8 


4-53 


71 08 


37-48 


7 68 


35-79 


24 15 


86 75 


3-4 


59 37 


4-5 


75 6 


8-97 


35-4 


08 31 


28-46 


82 71 


17-28 


43 06 


82 73 


20-42 


97 86 


35-4 


86 75 


B. WINS 


(6) 26-35 


48 57 


20-31 


93 82 


28-39 




71 62 


1-0 


80 71 


24-35 


6 57 




53-71 


7 68 


2-3 


84 73 


24-35 





(a) This move defines the opening. 

(b) Incurring a stroke which should be guarded against in central 
openings, as it comes up in several different ways ; in this instance it 
occurs in a peculiarly insidious style. 

No. 8.— "Left Centre." 

(Played at the Amiens Tourney, September, 1887, between Messrs. 

MOTENCOURT & LeCLERCQ.) 



35-4 


46-68 


08-19 


3-4 


13-24 


3-4 


64 5 


79 57 


86 7 


6 5 


75 64 


80 71 


26-35 


31-42 


17-28 


4-48 


19-28 


13-24 


73 64 


62 51 


97 86 


59 5 


68 59 


71 62 


17-26 


20-31 


20-31 


2-3 


28-37 


24-35 


(a) 82 73 


73 64 


93 82 


68 57 


84 75 


75 6 


06-17 


1-20 


02-1 


31-40 


04-13 


37^6 


68 57 


82 73 


7 68 


53 31 


75 6 


64 53 


37-46 


31-40 


1-20 


20-42 


24-3 


46-68 


5 37 


9 8 


82 71 


86 7 


95 84 


59 7 


28-68 


40-62 


26-37 


(c) 42-51 


15-24 


39-48 


79 57 


71 31 


(6) 73 62 


60 42 


84 75 


60 51 


19-28 


20-42 


37-46 


3-51 


35-46 


48-57 


91 82 


8 79 


5 37 


5 4 


57 35 


6 48 


28-37 


0-1 


28-46 


35-53 


24-46 


4-5 


8 79 


7 68 


62 53 


64 60 


6 57 


51 42 


37-46 


1-20 


4-62 


24-35 


46-68 


B. WINS 


64 5 


68 59 


71 53 


7 68 


79 57 





POLISH DRAUGHTS. 



193 



(a) This advance from the left defines the opening. 

(&) Inconsiderate ; the position is identical on both sides. 

(c) This exchange loses a pawn. 

No. 9. — " Pioneer, 4-62 and 5-37." 
(Played by correspondence between Messrs. C. Cousin & A. Chavanon.) 



35-4 


02-13 


08-17 


26-37 


(0) 42-51 


40-51 


62 53 


7 6 


5 37 


7 6 


60 42 


62 04 


4-62 


(e) 1-2 


17-26 


57-68 


8-9 


3-4 


71 53 


8 7 


75 6 


(k) 6 5 


42 3 


04 48 


31-40 


0-1 


26-48 


68-79 


24-42 


4-5 


6 5 


5 4 


84 75 


86 7 


28 19 


48 93 


2-31 


(/) 35-46 


48-57 


35-46 


9-3 


42-53 


7 6 


57 35 


6 48 


75 6 


19 08 


73 62 


(a) 3-42 


24-46 


(g) 39-57 


04-15 


15-24 


53-71 


8 7 


97 8 


8 7 


5 4 


(p) 64 5 


80 62 


(6) 37-46 


26-35 


(/i) 19-28 


37-48 


3^L 


20-31 


5 37 


4 26 


93 84 


6 5 


08 62 


62 53 


28-46 


17-35 


13-24 


(I) 79-8 


(g) 42-51 


31-42 


(c)68 57 


6 5 


7 6 


5 59 


62 17 


53 31 


46-68 


06-17 


28-39 


8-6 


31-42 


5-64 


79 57 


5 37 


6 48 


m)59 48 


17 4 


93 84 


24-35 


17-28 


(i) 39-57 


6-7 


24-3 


B. WINS 


9 8 


7 6 


86 7 


48 39 


4 62 




(d) 13-24 


28-46 


15-26 


(n) 7-8 


51-60 




6 5 


6 5 


95 86 


39 28 


91 82 





(a) Forms the "Merchant of the Wood" position, though the occu- 
pation of square 5 renders it harmless for Black. — C. Cousin. 

(6) To destroy Black's left, and paralyse his game. — C. Cousin. 

(c) Black could break up the position by 60 to 51 and 64 to 5, taking 
three for three, but so far entertains no apprehension. — C. Cousin. 

(d) 15-24 would permit Black to exchange five for five by 60-51, 
followed by 64-53 and 73-37.— C. Cousin. 

(e) White, to follow up his plan, had perhaps done better to exchange 
by 35-46.— C. Cousin. 

(/) This is rather late. — C. Cousin. 

(g) Threatening to capture four for three. — C. Cousin. 

(h) To defend the man 57. — C. Cousin. 

(i) Threatening a stroke by 57-6, 42-51, and 35-4. — C. Cousin. 

(k) Should Black give one for one by 86-7 and 75-97, White answering 
35-4, followed by 42-51, 31-71 takes four, and 20-42 would probably draw. 
— A. Chavanon. 

(/) Only move offering a chance to save White's game. — C. Cousin. 



i 9 4 



THE DRAUGHTS-PLAYER'S GUIDE. 



(m) The white man 6 might be prevented from reaching the crown- 
head by a sacrifice of two men, thus: 60-51, 42-60, 84-75, 6-62, 53-71 
but Black would barely draw after this. — A. Chavanon. 

(w) 7-86 would lose at once by 64-5, followed by 84-75 and 73-37.— 
A. Chavanon. 

(o) To prevent, probably, the capture of the king for four men. 
However, it was perhaps better to run that risk, for if — 

8-9 9-3 3-71 24-35 35 46 

28 19 64 5 60 82 19 08 &c, 
the game is defensible. — V. Nicod. 

(p) In the present position the king's capture compensates the loss 
of the four men. — A. Chavanon. Had White foreseen the stroke, it is 
obvious that he could avoid it by playing 3 to 24, but he was too much 
preoccupied with pursuing the Black king. — C. Cousin. 

(q) 40-51 would have been better, in order to draw away the king 
and gain one line by 24 to 35. Later on, White will have to sacrifice 
two men to gain the line, and will lose. — C. Cousin. 



No. io. — " Pioneer, 40-62." 
(Played at Amiens Tourney, September, 1887, between Messrs. H. Lesage 

and ZlMHERMANN.) 



35-4 


17-28 


31-42 


28-37 


3-1 


82-91 


64 5 


91 82 


64 5 


79 68 


73 64 


86 75 


24-35 


08-17 


13-2 


17-28 


1-2 


17-26 


73 64 


8 79 


80 71 


68 59 


71 62 


6 57 


13-24 


17-26 


04-13 


28-39 


4-53 


42-53 


82 73 


64 5 


51 40 


57 48 


62 4 


8 


02-13 


3-4 


28-37 


39-57 


35-53 


53-62 


62 51 


5 3 


7 68 


6 48 


57 46 


48 39 


31-40 


2-4 


48-59 


4-6 


53-62 


62-71 


68 57 


73 64 


57 46 


75 57 


75 6 


8 79 


40-62 


1-2 


59-7 


06-17 


42-51 


71-82 


71 53 


82 73 


86 68 


84 75 


60 42 


75 64 


4-62 


0-1 


35-57 


37-46 


62-71 


26-37 


73 51 


64 5 


'68 28 


95 86 


64 5 


79 68 


37-46 


20-31 


39-17 


46-68 


15-24 


37-48 


5 37 


5 3 


79 68 


59 7 


42 3 


39 28 


28-68 


2-4 


24-35 


3-4 


24-42 


48-6 


79 57 


75 64 


68 57 


7 68 


46 35 


68 46 


26-37 


1-2 


13-24 


24-3 


26-4 


6-7 


84 73 


86 75 


9 8 


68 57 


5 1 


28 19 


37-48 


2-3 


19-28 


2-31 


71-82 


7-8 


93 84 


97 86 


8 79 


40 2 


1 


19 08 
Drawn 



POLISH DRAUGHTS. 



195 



No. 11.— "Left Centre.' 
(Played at the Amiens International Tourney, August, 1886, between 
Messrs. Leclekcq, of Paris, and Zomebdyck, of Beemster, Holland.) 



35-4 


48-59 


42-53 


17-26 


48-59 


13-24 


64 5 


8 79 


64 42 


68 59 


82 71 


71 62 


26-35 


28-37 


31-53 


13-24 


26-37 


59-68 


73 64 


57 46 


71 62 


82 73 (a 


■)57 48 


(6)62 53 


17-26 


35-57 


53-71 


04-15 


39-54 


68-86 


82 73 


68 28 


80 62 


73 64 


6 26 


53 53 


08-17 


19-37 


20-31 


31-42 


4-6 


86-97 


62 51 


79 68 


62 51 


9 8 


75 57 


51 42 


31-42 


37-46 


24-35 


37-48 


35-17 


3-51 


91 82 


5 37 


7 68 


59 37 


86 7 


60 42 


20-31 


26-48 


59-7 


26-48 


24-35 


1-2 


51 40 


68 57 


86 68 


95 86 


7 6 


6 57 


1-20 


15-26 


48-59 


15-26 


35-4 


17-26 


68 57 


64 5 


97 86 


8 79 


84 75 


37 46 


37-48 


26-37 


59-7 


0-1 


02-13 


2-3 


79 68 


73 64 


86 68 


93 82 


64 5 


W. WINS 



(a) This exchange breaks up his centre, and loses the position. He 
should have played 86-7. 

(6) Taking four for three ; with this drawback, however, that White 
crowns at next move. But he had no better move ; for if he play 75-64 
he loses quite as fast : — 

75 64 5 37 62 4 51 15 

68-46 4-53 3-73 06-24 W.wins. 

No. 12. — " Exchange, 4-6." 
(Played at the Amiens Tourney, Sept., 1887, between Messrs. Leclekcq 







and Moyencoubt. 


) 




35-4 


2-3 


37-48 


02-13 


39-57 


59-68 


6 5 


68 59 


93 84 


82 73 


80 71 


7 59 


4-6 


1-2 


28-37 


37-46 


28-39 


57-6 


7 5 


59 37 


62 53 


5 37 


71 62 


75 57 


3-4 


26-48 


08-17 


26-48 


19-28 


46-68 


5 3 


79 68 


71 62 


53 42 


62 51 


59 7 


2-4 


48-57 


24-35 


31-53 


28-fl 


2-31 


8 7 


68 46 


80 71 


62 26 


51 40 


40 2 


1-2 


4-5 


13-24 


15-37 


24-35 


13-93 


9 8 


6 4 


91 80 


71 62 


73 62 


W. WINS 


0-1 


3-37 


48-59 


37-46 


06-15 




7 6 


75 6 


64 5 


62 53 


62 51 




37-48 


17-26 


17-28 


48-57 


15-24 




8 7 


84 75 


73 64 


6 48 


(a) 53 42 





(a) Falling into the trap. 84-73 was the proper move. 



THE DRAUGHTS-PLAYER'S GUIDE. 



No. 13.— "Left Centre." 

(Played at the Amiens International Tourney, August, 1886, between 
Messrs. Zimmermann, of Paris, and Zomerdyck, of Beemster, Holland.) 



35-4 


37-48 


1-2 


51-60 


35-4 


15-24 


64 5 


68 59 


84 75 


53 31 


5 3 


6 5 


24-35 


17-28 


2-3 


40-2 


24-20 


51-60 


73 64 


59 37 


93 84 


73 62 


57 46 


64 53 


13-24 


28-68 


0-1 


2-31 


37-5 


60-71 


82 73 


79 57 


68 59 


95 84 


6 4 


53 42 


02-13 


08-17 


06-17 


17-26 


20-31 


71-82 


62 51 


9 8 


59 37 


84 73 


4 3 


42 31 


37-48 


17-28 


26-48 


19-28 


31-42 


82-91 


68 57 


8 79 


64 5 


62 53 


3 51 


31 20 


31-42 


28-37 


1-2 


31-40 


60-42 


91-46 


7 68 


71 62 


75 64 


73 62 


62 53 


20 1 


2-31 


42-51 


2-31 


28-37 


42-51 


48-57 


51 40 


60 42 


84 75 


86 7 


64 5 


1 


48-59 


3-51 


31-42 


3-42 


15-24 


46-28 


40 2 


5 3 


62 53 


53 31 


7 6 


1 


13-31 


24-42 


15-26 


40-2 


39-48 


28-17 


91 82 


7 68 


53 31 


64 53 


5 4 


79 68 


59-7 


37-48 


20-42 


2-3 


26-37 


57-79 


86 68 


64 5 


80 71 


75 64 


73 64 


1 02 


31-40 


35-4 


04-15 


48-59 


24-35 


Drawn 


97 86 


5 3 


71 62 


82 73 


4 26 




28-37 


42-24 


26-35 


3-42 


37-15 




8 7 


75 64 


62 53 


53 31 


53 4 






TURKISH DRAUGHTS. 

' ♦ 

'^'HE Turkish Game of Draughts differs from all others in that 
it is played upon a plain (unchequered) board, and that the 
pawns move forwards and sideways (right or left), but never back- 
wards nor diagonally. 

We are not aware whether there is any Turkish literature on 
the game, but there is immense scope in it for analysis. The 
pawns have more liberty of action, being able to move in three 
directions, as against two in other varieties ; and their field of 
operation is also much more extended, consisting of 64 squares, 
as against 32 in English and 50 in Polish Draughts ; but the 
elementary principles are the same as in other varieties, and we 
can see no reason why they should not admit of as extended and 
scientific a development. 

Turkish Draughts, if introduced to the notice of our soldiers, 
would, we think, soon become very popular with them. The 
appearance of the men when arranged for commencing play, 
closely resembles two opposing lines of infantry ; and their move- 
ments when engaged in the mimic battle, further bears out the 
comparison. 

They can "advance," "extend," and "close;" advance in 
"echelon," in "line," or in "column;" and can be "massed" 
for attack in the centre, or "extended" to the right or left in 
endeavour to outflank the enemy. And finally, when one of the 
lines is pierced, and a king is obtained and brought into play, 
he swoops down upon the scattered pawns and completes their 
devastation — like the charge of cavalry upon the scattered rem- 
nants of an army of foot soldiers. 

The game is played upon a board of 64 squares, with 16 
pieces a side, arranged as in the diagram following : — 



THE DRAUGHTS-PLAYER'S GUIDE. 



ARRANGEMENT OF THE PIECES. 



















m 




m 


m 


m 


m 


m 


m 


m 


m 


m 


m 


m 




m 


m 




























— 


— 




m 


m 


m 


m 


m 






m 


m 


m 


m 


m 


m 


m 


m 


m 



















12345678 



THE BOARD NUMBERED. 



8 


81 


82 


83 


84 


85 


86 


87 


8 


7 


71 


72 


73 


74 


75 


76 


7 


78 


6 


61 


62 


63 


64 


65 


6 


67 


68 


5 


51 


52 


53 


54 


5 


56 


57 


58 


4 


41 


42 


43 


4 


45 


46 


47 


48 


3 


31 


32 


3 


34 


35 


36 


37 


38 


2 


21 


2 


23 


24 


25 


26 


27 


28 


1 


1 


12 


13 


14 


15 


16 


17 


18 




1 


2 


3 


4 


5 


6 


7 


8 



White always moves first. The pawns (single men) move only- 
one square at a time, straight forward (as 3 to 43), or straight to 
the right or left (as 4-45, or 4-43). The pieces capture in the 
direction in which they move, by leaping over any opposing man 
contiguous, and with a vacant square on the other side. Their 
movements are based on exactly the same principles as in the 
English game, but made in a vertical or horizontal direction 
instead of a diagonal one. A pawn is promoted to be a king under 
the same conditions as in the English game, and can then move 
backwards as well as sideways and forwards. 



TURKISH DRAUGHTS. 



199 



A king is not confined to moving only one square at a time, 
but can leap several, or a complete column, both in capturing or 
otherwise — its powers in this respect being similar to the king in 
the Spanish and Polish games. Capturing is compulsory ; and 
where there are several pieces en j>rise in different directions, it 
is compulsory to take the greatest number. A feature peculiar to 
the Turkish game is that the pieces are removed from the board 
one at a time as they are taken, often opening up fresh loopholes 
for the capture of other pieces in the same play. This will be, 
perhaps, better understood by a reference to the accompanying 
diagram : — 



12345678 

The White king clears the board by 18-78, 78-75, 75-15, 15-7, 
7-71 ; being careful to remove each piece separately from the 
board as taken, otherwise he would not be able to capture the 
pawn on 67. 

The play is governed by English rules, making exception of 
such as may happen to conflict with the essential points. 



THE DRAUGHTS-PLAYER'S GUIDE. 



TURKISH PROBLEMS. 
No. I. No. 2. 



2 3 4 5 6 7 8 

White to move and draw. 

15-1 12-13 14-15 16-17 

21 2 23 24 25 26 27 26 

1-12 13-14 15-16 17-16 

2 23 24 25 26 27 Drawn 



L 2 3 4 5 6 7 ' 

White to move ; Black wins. 
15-14 12-15 58-18 87-17 



24 23 
14-13. 
23 2 
13-12 
2 21 



21 1 
15-18 
31 81 
18-58 
81 8 



1 21 18 1 
18-17 B. wins 

8 18 
17 87 
21 27 



No. 3- 



















m 




































m 




m 


















m 




m 


m 















m 

m 


m 


m 








m 








m 








m 



















2 3 4 5 6 7 8 
White to move and win. 
23-24 43-42 81-1 1-2 
25 23 (i)45 48 48 41 W. wins 



45 41 
81-28 



(i) 

67 6 73 63 
28-78 78-68 



W. WINS 



12 3 45678 
White to move and win. 

(a) 63-73 51-61 18-78 78-87 
72 74 71 51(6)23 13 W. wins 

(a) If 18-78, 72-73, 78-72, 71-53 

B. wins 

(b) Black has nothing better ; White 

clears the board in any case. 



TURKISH DRAUGHTS. 



201 



No. 5. 



No. 6. 



1 2 3 4 5 6 7 8 
White to move and win. 
(a) 74-73 54 5 31-41 25 15 
43 42 84-14 45 35 81-51 
73-83 5 45 41-43 W. wins 
71 61 14-1 35 25 
83-84 51 52 1-81 
(a) 74-84, 51-41, 84-42, 41-43, &c, 

B.WINS 



12345678 
White to move and win. 

53-63 34-4 63-81 64-6 
(a) 64 54 76 6 57 58 67 45 
4-64 41-51 35-5 81-85 
6 67 61 45 6 65 W. wins 
(a) If 75-65, or 6-65, W. wins by 
41-51, &c. 



No. 7. 



No. 8. 



1 














S 




_\_ 














m 




m 




m 






7 




m\ 


m 




m 






m 


m 


m 


m 


m 




m 




6 


m 


m { m 


m 


m 


m 


m 


m 








m 








m 


5 




m 










m 








~m 


m 


m 


m 






1 


m 


m 




m 






m 






m 


m 


m 




m 






3 


m 




m 


m 


m 




m 




m 




m 


m 


m 








2 


m 




m 






m 


m 




















1 


















1 


2 


3 


4 


5 


6 


7 


8 




1 


2 




4 


5 6 


7 


8 



White to move and win. 

45-5 43-53 25-35 24-86 
65 47 63 45 45 25 W. wins 

o 



White to move and win. 
37-38 26-27 3-7 
57 17 17 43 W. wins 



202 



THE DRAUGHTS-PLAYER'S GUIDE. 



TURKISH GAMES. 



31- 41 
62 52 

32- 31 
52 51 
37-47 

6 56 
27-37 
56 57 
35-45 
65 6 
25-35 
68 58 



No. I. 

(a) 3-43 
58 48 
38-56 
6 42 
41-43 
51 41 
31-51 

61 41 
2-32 

72 62 
» 32-31 

62 61 



Left Flank " Opening. 



31- 51 
61 41 

34-3 
71 61 
3-32 
64 54 
23-3 
74 64 

32- 31 
61 62 
31-51 
54 4 



43-45 

62 52 
51-53 

63 27 
28-26 
73 63 
21-31 
63 62 
31-41 
62 61 
41-42 
61 51 



(a) 34-4 sets a trap — for if Black replies 
58-18, 37-38, 18-46, 36-78, &c, W. wins. 



45- 4 

75 65 
47-£6 
67 6 

46- 56 

6 46 

36- 56 

76 6 
56-76 

7 75 

37- 47 
78 68 
with 78- 



47-57 
65 5 
26-36 

5 54 
35-34 
54 53 
34-3 
51 41 

4-54 
41 23 
54-76 
Dbawn 

68, then 38-48, 



34- 4 
62 61 

35- 45 



75 65 
24-34 
67 68 



(a) 64 54 
4-64 



32-42 
61 51 
36-35 

64-63 
41 43 



51 41 63-62 



(i) 

71 61 

23-3 
41 31 

(2) 

75 74 
62-61 
43 42 



21-41 31 3 
51 31 34-32 
3-32 Equal Game 



61-71 

42 32 



32 2 
81-1 



'1-81 W. wins 



(a) If 51-41, 35-45, 41-43, 4-42, 64-63, 42-52, 75-65, 52-51, 63-62, we 
have the critical end-game illustrated on the diagram following : — 



45-5 
65 45 
51-61 
45 4 
61-63 
4 34 
63-73 
34 24 
26-25 
24 26 
73-83 
<&)26 27 



83-8 
67 68 

47- 48 
26 17 

48- 58 
17 67 

8-86 
W. wins 

(b) 
26 16 

83-86 

W. WINS. 



123456 7 8 
White to move and win. 



TURKISH DRAUGHTS. 



203 



No. 2.— "Centre Guard." 



3-43 64 54 32-42 52 51 



65 5 (a) 38-37 
36-46 67 57 



5 56 
37-36 
75 65 
35-45 



45-4 
65 64 
28-38 
61 51 



7 67 
2-32 
51 52 
23-3 
71 61 
31-41 



21-31 

74 75 
25-35 

75 65 
35-45 
68 58 



24-23 51 52 
73 74 (6) 25-24 

26- 25 
54 53 
23-2 
53 54 

27- 26 



(a) Threatening a three-for-two stroke by 45-5, &c. 

(b) And the position is now as follows : — 



58 48 
38-58 
65 5 

45- 65 

67 68 
65-67 

68 48 

46- 86 
78 7 
67-87 
48 38 
87-47 



8 


















7 




m 




m 




m 




m 


6 


m 


m 


m 


m 


m 


m 


m 




5 




m 




m 




m 


m 


m 


4 


m 


m 


m 


m 


m 


m 






3 


m 


m 


m 


m 




m 


m 


m 


2 




m 




m 




m 






1 




















1 


2 


3 


4 


5 


6 


7 


8 



61 51 

41- 61 
63 53 
61-65 
38 28 

4-84 
28 18 

42- 82 
18 48 

43- 63 
.(c) 48 12 

B.WINS 



Black to move and win. 

(c) Black captures all the White pieces, touching squares 43, 23, 25, 
27, 87, 85, 35, 3, 83, 81, 21, 26, 86, and 82. 

We can scarcely conceive that this complicated " stroke" 
could be seen through in cross-board play : it is most likely 
the result of analysis. That it is a practical position, however, 
is beyond doubt, and can be formed from several different open- 
ings ; and it is a good illustration of the possibilities of Turkish 
Draughts. 



SOLUTIONS 

TO THE 

PROBLEMS IN PART I. 



%* The Asterisks indicate the essential moves to sustain 
the terms. 



No. i. 

14-17, 21-14, 18-23, 27-18, 20-24, 28-10, 6-15, &c, B. wins. 
No. 2. 

*21-25, 30-21, 23-26, 2-6, 26-30, then if 6-10, 22-26, Draws ; and if 
6-9, 30-25» followed by 25-29, Draws. 

No. 3. 

*26 23 *26 22 *18 14 15 10 7 3 9 5 7 16 16 

5- 9 14-17 22 25 7-11 26-22 18-14 18-23 17-22 
31 26 22 18 *23 19 10 7 *14 9 3 7 5 1 6 2 
*9-14 17-22 25-30 30-26 22-18 14-18 13-17 W. wins. 

No. 4. 

*9 14 31-26 7 3 25-21 8 15 17-22 23 26 29-25 

27-31 10 7 30-25 11 7 13-17 19 23 25-29 14 18 

16 11 (a) 26-30 3 8 2-11 15 19 22-25 26 30 W. wins. 

(a) 26-23, 7-3, 23-19, 3-7, &c, W. wins. 

No. 5. 

20 16 31 27 3 12 12 3 3 7 7 10 10 14 27 24 

15-8 12-19 4-8 5-9 9-14 14-18 19-23 W.wins. 

No. 6. 

*20 16 9-6 3 8 2-6 8 11 1-6 *17 14 13-17 

6- 9 8 3 10-15 *11 7 14-18 7 3 9-13 *7 10 
16 11 6-1 19 10 6-15 22 17 6-9 *3 7 Drawn. 

No. 7. 

*5-9, 28-24, *9-14, (a) 24-19, 17-22, 19-12, 22-26, &c, Drawn. 
(a) 30-25, 17-21, 25-22, 21-25, 24-19, 25-30, 19-12, 30-25, &a, Drawn. 



SOLUTIONS. 



205 



No. 8. 

* 15-19 19-23 11-7 7-2 * 23-26 *26-31 

23 27 27 31 12-16 31-27 16 19 &e. 

Deawn. 

No. 9. 

14-18, 21-14, 6-10, 14-9, 10-14, 19-15, 16-19, &c, Drawn. 
No. 10. 



* 22-26 


6 


2 


* 11-15 


6 


2 


*15-18 


27 18 


26-19 


9 6 


*31- 


-26 


21 17 


*10- 


-14 


23 14 


20-27 


2 7 


* 26-31 


2 


6 


*7-ll 


17 


10 


16-23 


32 23 


19-15 



Deawn. 

No. 11. 

*23-19, 15-11, *19-16, 3-7,*16-12, &c, Deawn. 
No. 12. 

*31-26, 23-30, *19-15, 25-22, *8-ll, &c, Deawn. 
No. 13. 

N 28-24 12 8 *21-25 7 2 *25-29 8 3 22-18 11 8 
19 16 *24-19 11 7 *19-23 3 8 25-22 8 11 18-15 
>18-15 16 11 *15-10 8 3 29-25 3 8 23-19 B. wins. 

No. 14. 

*12-16 *21-25 *10-15 *25-30 *30-25 *25-30 
19 12 26 23 12 8 « 8 3 3 8 Deawn. 

No. 15. 

11-15 28 19 *14-17 19 10 *20-24 3 8 31-22 

32 28 16-20 18 14 *12-16 7 3 *27-31 11 20 

15-24 22 18 *10-15 10 7 *24-27 8 11 22-18 

Deavv'n. 

No. 16. 

23-26 22 18 *8-ll 7 3 13-22 8 15 23-18 

15 10 14-23 10 7 *26-30 3 8 26-23 B. wins. 

*9-14 31 22 *23-26 22 18 30-26 18 14 

No. 17. 

23-26 13 6 22-18 3 7 *31-26 13 9 *18-15 12 8 

30 23 2-27 8 3 *27-31 24 19 *22-18 16 12 *15-10 

6-9 17 13 *18-14 28 24 *26-22 19 16 *14-17 B.wins. 

No. 18. 

27-23, 18-27, 26-22, &c, Deawn. See Game No. 4, var.(2), page 62 
No. 19. 

17 22 15-18 27 31 25-29 *14 17 26-30 *27 31 23-18 
16-19 17 14 30-25 17 14 23-26 31 27 26-23 25 30 
22 17 19-23 14 17 18-22 17 21 30-26 21 25 Deawn. 



206 



THE DRAUGHTS-PLAYER'S GUIDE. 



No. 20. 



17 14 


*18 14 


*31 27 


9 


5 *1 


6 1 


6 


10 15 


*11 16 


13-17 


22-18 


14-7 


10-15 19-15 20-24 


24-27 


31-27 


14 10 


14 9 


27 32 


5 1 6 


1 *6 10 


*15 11 


*16 20 


17-22 


18-14 


7-10 


15-19 15 


-19 19-23 


27-31 


Drawn, 










No. 21. 










* 23-19 19-15 * 14-10 


10-7 


7-11 




12-16 


16-19 


7 3 


3 8 


21 17 


17 14 


8 3 




14 9 


B. wins. 










JNO. 22. 










20 16 


27-23 


*7 3 


5-9 


21 17 




6-1 


12 16 


32-27 


11 7 


18-15 


*8 12 


9-6 




13 9 


15-18 


16 11 


23-18 


*3 


8 


15-11 


17 13 




11-15 


1 A 1Q 

10 iy 


















Drawn. 










No. 23. 












* 15-18 


* 18-22 


*30-25 


* 22-18 




23-19 






22 26 


26 31 


31 24 


13 22 




&c. 
















W. WINS. 












No. 24. 










*1 5 


*5 9 


*9 


13 


*30 26 


*13 9 




*9 5 


32 27 


29 25 


25 22 


22 18 


21 25 


25 30 




30 23 


W. WINS. 










No. 25. 










* 10-14 


2 7 


10-15 


31 26 


19-24 




9 5 


28-32 


6 2 


*24-28 


7 11 


28-32 


13 9 




32-27 


23 14 


*7-10 


25 21 


14-18 


11 16 


24-28 




26 23 


15-19 


















B. WINS. 










No. 26. 










*16 11 


20 11 


30 26 


25 22 


*29 22 




22 17 


*11 7 


7-16 


9-14 


22- 


31 


18-25 


31-26 




14-18 W.wins. 










No. 27. 










*25 30 


#26 31 #26 30 


*25 21 #21 25 #17 14 


#10 15 


#15 19 


11-16 


24-28 


15-19 


24-19 18- 


-23 24-27 


24-27 


31-26 


#30 26 


*31 26 *30 25 


#13 17 #25 


30 #14 10 


*30 25 


#19 24 


16-19 


19-15 


19-24 


14-18 19-24 27- 


-24 


27-31 


W. WINS. 










No. 28. 










#11 15 


*18 23 #24 27 


#23 27 *24 20 15 


10 


6 2 


6 10 


20-24 


24-27 


31-24 


28- 


-32 28- 


-32 27- 


23 


18-15 


12-16 


#15 18 


*19 24 


28 19 


27 24 19 15 10 6 


2 6 


20 24 


27-32 


27-31 


32-28 


32- 


-28 32-27 23- 


-18 


15-11 


W. WINS. 










No. 29. 










#1-6 


21 17 *10-15 


20 16 *6-2 8 3 


9-13 


3 10 


29 25 


*19-15 


24 20 


23-27 7 3 15- 


-11 


17 14 


17-14 


#6-2 


8 12 #15-18 


12 


8 #27-24 3 8 


11-7 


10 17 


25 21 


#15-11 


12 16 


27-31 8 4 19- 


-15 


8 3 


13-22 


*3-7 


32 28 


11-15 


16 11 #24-19 8 


3 


15-10 


B. WINS. 


11 8 


2-6 


16 12 


#31- 


-27 3 


8 6- 


-9 


4 8 




#7-10 


28 24 


18-23 


11 7 2-6 3 


8 


10-17 





SOLUTIONS. 



207 



25-30 
6 10 



30-26 
10 7 



5-9 
7 11 



No. 30. 

9-13 26-23 
11 16 15 18 



23-14 
16 23 



14-18 
23 14 



24-19 
Drawn. 



*27-31 22 17 
26 22 *26-22 
*31-26 17 13 



No. 31. 

*16-11 28 24 
13 9 23-18 
19-23 24 19 



18-14 
9 5 
14-9 



5 1 

9-5 
Drawn. 









No. 32. 










*26 22 


16 12 


10 7 


3 8 7 


11 


7 10 


*10 6 


*19 23 


16-20 


19-23 


16-19 


19-23 9- 


-14 


14-18 


22-25 


22-25 


*23 19 


*7 10 


8 3 


8 12 12 


16 


21 14 


*6 9 


*13 17 


20-24 


23-19 


19-23 


23-19 23- 


-26 


13-17 


25-30 


25-29 


19 16 


12 8 


*7 10 


*10 7 11 


7 


*16 19 


*9 13 


#17 21 


24-19 


19-16 


23-19 


19-23 26- 


-17 


18-22 


17-22 


W. WINS 








No. 33. 










*28 24 


10-14 


16 


11 17-22 




2 7 


20-27 


7 10 


6-10 


*19 16 


13- 


-17 7 2 


18-22 


31 24 


Drawn. 


*24 19 


11-15 


11 


7 22-29 


*27 24 


15-18 





*2 7 9-13 *11 15 



No. 34. 

22-26 *16 11 27-32 *19 



23 



18-14 *15 11 17-22 *11 16 
*11 15 13-17 *15 11 26-31 



31-27 *16 11 
*11 16 32-28 



28-24 
23 18 



14-23 
7 14 
24-27 



*18-22 
10 15 



*22-17 
30 25 



No. 35. 

17-13 
9 14 



13-17 
14 18 



*3-7, 27-31, *7-2, 



No. 36. 

31-26, *2-6, 26-17, 6-9, 



11 15 
27-31 
15 11 

Drawn. 



8-11 
&c. 

W. WINS. 
&C. , W. WINS. 









No. 37. 








26 23 


7-11 


*10-6 


11-8 


6-10 


8-11 


9 13 


10-7 


14-10 


#14 10 


11-7 


no 7 


8-11 


2 6 


10-7 


22 26 


*22 18 


11-8 


*18 14 


8-11 


10 14 


11-7 


13 17 


7-10 


10-7 


*23 18 


7-11 


#7 2 


11-8 


6 9 


7-10 


26 31 


*18 14 


8-11 


*14 10 


11-8 


14 18 


7-10 


17 22 


W.WINS. 








No. 38. 










*7-ll, 


10-7,*11-15, 19-10, 13-17, &c, Drawn. 










No. 39. 








*8-ll 


1 5 


2-7 


5 9 


22-26 


9 5 


18-15 


19 10 


7 16 


9-6 


5 9 


15-18 


9 5 


*26-22 


5 9 


12-28 


*3-8 


5 1 


*8-ll 


9 5 


26-30 


5 9 


7-2 


B. WINS. 


5 1 


6-2 


9 5 


18-22 


5 9 


22-18 


9 5 




*14-9 


1 5 


11-15 


5 9 


30-26 


9 5 


#10-14 





208 



THE DRAUGHTS-PLAYER'S GUIDE. 









No. 40. 








*7-ll 


26 22 


14-18 


10 14 


23-27 


13 9 


27-24 


1 6 


*ll-15 


6 10 


22-25 


17 13 


31-27 


10 7 




li Li 


*18-22 


t a in 


27-31 


9 6 


24-20 














Drawn. 








No. 41. 








13 9 


9 6 


6 2 


*29 25 


#11 7 


*2 7 


25 22 


32-27 


27-23 


23-19 


19-15 


3-10 


10-14 


W. WINS. 








No. 42. 









*14-17, 13-9, *1 8-23, 27-18, 17-14, 26-22, 14-5, &c.,B.wins. . 
No. 43. 

6, 27-23, 20-24, *14-10, 6-15, 23-19, 24-28, 19-10, and 



! 18-14, 2 

White wins by 



First Position. 



*7 11 
32-28 
20 16 



*10 14 
11-16 



*3 7 
8 3 
*7 10 



*18 14 
28-32 



28-24 
16 12 
24-19 



*3 7 
16-19 



12 8 
19-24 
8 3 



*7 10 
19-24 



No. 44. 

24-19 7 2 

3 7 24-19 
19-24 2 6 

No. 45. 

*10 15 15 19 
24-28 28-32 



19-24 
#11 7 

24-19 



19 24 
32-28 



7 10 
19-24 
6 1 



24-19 
1 5 

W. WINS. 



24 27 14 17 
28-32 W. wins. 



No. 46. 

*21-17, 13-22, 31-27, 22-17, 19-15, &c.,W.wins. 



3 8 
*10 14 
8 3 



*22 26 

3 8 
*18 23 



No. 47. 

8 3 *26 22 
14 18 8 3 
3 8 *23 27 



3 8 
*18 23 
25 18 



23 14 8 3 
29 25 27 31 
14 18 W. wins. 



No. 48. 

*26-23, 19-17, 21-23, 29-25, 32-28, &c. 



*19 24 
12-16 



24 20 
16-19 



*25-21 
14 18 



#21-17 
18 22 



No. 49. 

20 16 *16 11 
19-24 32-27 

No. 50. 

*31-26 
22 31 



11 15 

27-23 



#14 9 
5-14 



15 18 
Drawn. 



27-23 
19 26 



32-27 
&c. 

W. WINS. 



No. 51. 

*6-10, 11-8 *10-15, 8-12,*22-26, &c, Drawn. 



#7_2 
26 30 



*2-6 
30 25 



No. 52. 

*20-16 
25 18 



16-12 
8 11 



6-10 
&c. 
Drawn. 



LIST OF SUBSCRIBERS. 



Amandale, B. 
Appleby, J. . 
Archer, W. . 
Ayers, D. D. . 

Bassett, J. 
Batty, R. 
Beattie,-W. 
Belasco, A. . 
Bell, J. 
Berry, J. 
Bisbey, J. L. . . 
Boustead, F. E. 
Bowran, T. 
Brown, J. 
Burke, W. 
Benstead, W. D. 

Coldwell, B. . . 
Calladine, J. . . 
Chandler, L. . 
Clarke, E. . . 
Clifton, R. D. 
Clouser, M. F. 
Cockburn, T. . . 
Combs, J. F. 
Conroy, J. A. 
Corney, E. 
Cromb, A. 

Darling, T. 
Davey, T. 
Dawson, J. W. 
Deans, J. 
Dickinson, W. 
Dunlap, A. J. 



Edinburgh 

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Leeds 

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Philadelphia, U.S.A. 
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No. of 
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24 



24 



210 



LIST OF SUBSCRIBERS. 



Eddison, T. . . 
Esplin, G. 

Fairgrieve, G. W. 
Febvret, C. L. E. 
Ferguson, J. B. 
Forsyth, W. .. 
Frankland, M. 

Gardner, W. . . 
Garland, J. S. 
Garrett, F. 
Gill, W. 
Glanville, F. . . 
Goddard, W. H. 
Gorman, W. . . 
Gorton, E. G. 
Gould, Jos. . . 
Gray, W. 
Graham, J. 
Gunn, W. H. 

Hardy, J. E. . 
Hamlet, J. 
Hay, P. 
Hayes, C. H. . 
Hedley, J. . 
Hefter, C. . 
Heistand,, W. 
Hewitt, W. 
Hill, J. 
Hillhouse, J. W. 
Hinde, F. 
Hodgson, A. E. 
Hogg, T. M. 
Huntington, E. 

Ingram, J. 

Jackson, J. . . 
Jewitt, G., 
Johnson, F. . . 



. Wortley, Leeds . . 

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. London 

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. Burslem . . 



. . Staincross 
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. . East Nassau, New York, U.S.A. 
. . Leeds 
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.. Kelly's Island, O., U.S.A. 

. . Enzie, Banffs. . . 

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LIST OF SUBSCRIBERS. 



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. . Brooklyn, N.Y., U.S.A. 


xvear, j . j\. . . 


. JDriSLOi 


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. Bristol 


Keating, L. J. 


. Gilbertson, Pa., U.S.A. 


Kimball, E. F. 


.. Cabot, Ut., U.S.A. .. 


Leggett, G. W. 


. London . . 


Liddle, D. . . 


. Liverpool 


Lord, E. 


. Birmingham 


Lowry, D. H. 


. Widnes . . 


1 n o o c Tit* *s Ja 
LiULaa, UL . C3. ii. 


J-ilVCipUUl . . 


Lupton, J. 


. Blackburn 


Lyons, J. K. 


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Lyman, H. D. 


. New York, U.S.A. .. 


McAteer, H. F. 


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McCall, R. . . 


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lvicL/aiien, j . 


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Nelson, J. . . 


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Nicod, Victor 


. London . . 


in lcnoiis, ± . . . 


. Dudley Colliery . . 


Noble, J. A. . . 


. Leeds 


Noble, J. 


. Liverpool 


Nixon J. 


. Warrington 


Ormerod, T. . . 


. Manchester 


O'Hearn, P. . . 


. Halifax, Nova Scotia . - 


O'Melay, F. . . 


. Hudson, Mich., U.S.A. 


Petterson, R. D. 


. Liverpool 


Pringle, M. . . 


. Birtley 


Reid, F. 


. Aberdeen 


Richmond, J. 


. Marsden 


Riley, T.J. .. 


. Nottingham 


Sensecall, J. S. 


. Westhorpe, Notts 


Shillinglaw, T. 


Bolton 



212 



LIST OF SUBSCRIBERS. 



Simpson, Edwd. E. . . 


Albany, N.Y., U.S.A... 


Smith, C. 


Philadelphia, Pa., U.S.A. 


Smith, C. E 


Belfast 


Smith, L. R 


Edinburgh 


Smith, H. T 


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Smith, W. H. 


Penick, N.Y., U.S.A. . . 


Smolick, M. . . 


New York, U.S.A. .. 


OUWCIo, W. . . . • 




Stearns, L. M. 


Deny Dep6t, N.H., U.S. A 


Strachan, E. . . 


Bervie, Scotland 


Sullivan, L. 0. 


Warrington 


Taylor, W, . . 


Dundee 


c^Ti ^1 Ait TT 

J. CoCllClCll, JT . . . 


-L/UllU-UIl • • . - . . 


Tupper, C. W. 


Olveyville, R.I., U.S.A. 


Tweddell, G. . . 


Birmingham 


Tyson, W. H. 


Big Run, Pa., U.S.A.. . 


Urquhart, W. 


Forfar, Scotland 


Valentine, J. . . 


Old Aberdeen, Scotland 


Waldie, D. . . 


London 


Walker, T. . . 


Liverpool 


Watt, W 


Innerwick, Scotland . . 


Watt, J. 


Riding- Mill-on-Tyne . . 


Whalley, Rev. 0. P. 


Warrington 


Whealen, J. 


. Widnes 


Whitney, Geo. 


Northampton 


Wilson, C. E. 


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Wilson, G. . . 


UvcIlUcIl. . 


Wishart, J. . . 


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Wray, W. J. . . 


Liverpool 


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Philadelphia, Pa., U.S.A. 


Yates, J. 


. Chislehurst 



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Hill's Synopsis of Draughts Openings, i 
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THE GRMT INTERNATIONAL MATCH: 

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BETWEEN 

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For a STAKE of ^"200 and a SILVER CUP. 



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